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ATLANTIS: The Second Age


Contents Mestea
Mnesea
58
59
Olokunia 59
The City Of Atlantis 60
What is this book about? 4 Atlantean Flora 63
Movement in the world 5
The Obelisks 7
Atlantis Map Location Key 66

The Atlantean Calendar 10 Elysium Sea 68


Elysium  71
Calendar 11
Manua  71
Munark 72
Alba and Iber 18 Ogata
Tora
72
73
Aboric  19
Arden  19 The Black island of Avaiki 73
Avalon 20 Elysium Ocean Flora 74
Cymbri 21 Location Adventure Seeds 76
Havar 21
Skara 22
Skye 23 Eria 78
Starr 23 Akela 79
Iber 24 Akwatuk 80
Uallach 25 Aquaga 81
Aztlan 82
Alba & Iberian Flora 26
Gava 83
Alba And Iber 28
The Hordelands Of Beezh-Yeel  84
Location Adventure Seeds 28 Kulugmiut 84
Tamarac 85
Anostos 30 Erian Flora
The Tamarac Sea
86
86
Anostos 31
Anostos  34 Location Adventure Seeds 90
Location Adventure Seeds 34
Europa 92
Antilla 36 Aragana 
The Black Forest
93
94
Antilla 37
Broceliande  96
Sargasso Sea 37
Draconea 98
Canyon of Neptune 38
Galecea  98
Neptus  38
Hellas 99
Sahuga 38
Ku 100
Sargo 38
Minoa 101
Antillan Flora 39
Oggia 102
Location Adventure Seeds 41 Otesium 102
Saturnia 103
Atlantis 42 Scythia
Tharshesh
103
105
Atlantis History 43
Vir 110
The Iron Age 43
Ys 111
The Golden Age 43
The Sea Peoples 111
The Dark Age 44
The Modern Age 45
Europan Flora 112
Atlantis 45 Location Adventure Seeds 116
Amphisea 54
Autochthea  54
Azae 55
Diaprepea 56
Elassippea 56
Eudea 57
Gadirea 57

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GEOGRAPHICA
Gondwana 118 Zemlazelan
Jambuan Flora
176
177
Tamoanchan 224
Awalawa 119 Aconcagua 225
Dabba 120 Location Adventure Seeds 180 Aigua 225
Dar  121 Aricagua 226
Dardanus
Empi
122
122
Lemuria 182 Awok
Birama
226
227
Golian Desert 183
Gorgos 123 Ecua 228
The Golian Mountains 183
Joktan 124 Gualaguala 229
Koror 184
Khemit 124 Huac 229
Ngani Swamp 184
Kush 126 Mana 230
Sangir 185
Magan 127 Nazca 231
The Sarakan Jungle 186
Marhashi 131 Ogalapago 232
Tarakan Mountains 186
Massawa 132 Oguanabara 232
Nubia 133 LemuriaN Flora 187 Paragua 232
Okalo 134 Location Adventure Seeds 190 Quechua 233
Ophir 136 Taracua 234
Pemba
Punt
137
138
Mu 192 Ulloa
The Acuan Sea
235
236
Curracurrang 193
Samu 139 The Isles Of Tirakamba 236
The Kanawalla Desert 194
Sheba 140 The Ocaraba Sea 236
The Tara Mountain Range 194
Turan 143 The Nether Realms 237
Yallock 195
Yalak 146 The Isle Of Dread 238
The Isle Of Dreams 196
The Wilderness Of Zin 147
Muan Flora 197 Tamaonchan Flora 240
Location Adventure Seeds 151
Location Adventure Seeds 200 Location Adventure Seeds 242
Gondwanan Flora 154

Hesperia 156 North


Aurora
Sea 202
203
Government 157
The Borean Forest 203
Religion 157
Cimmeria 203
Gender Relations 158
Haloga 204
Marriage 158
Hyperborea 205
Dueling 158
Jotunland 206
Hesperian Colonies 158
The Utgard Forest 207
Asterea (ah-STER-ee-AH) 159
The Seidhr Mountains 207
Celaenea (sel-AY-nee-AH) 159
The Frost Plains 207
Electa (ee-LEK-tah) 159
Ogygia 208
Halcya (HAL-see-ah) 159
The Rhiphaen Mountains 208
Heran (hehr-AHN) 159
Thule  209
Maia (MY-ah) 159
Tangea (tan-GEE-ah) 160 The North Sea Islands Flora 209
Location Adventure Seeds 162 Location Adventure Seeds 212

Jambu 164 Oceans and Seas214


The Atlantean Ocean  215
Baluchis 165
Damalawa 166 The Atlantydes 215
Dravidia 166 Cabbalusa 216
Himvati 166 Sea Of Baku  216
Khitai 168 The Erythraean Sea  217
Kota 171 The Isles Of Ozar  217
Meluha 172 The Sea of the Dead 218
Molodo 173 The Forgotten Sea 218
Mongala 173 Stygian Sea 219
Sala 174 The Nether Isles 219
Sarawa 174 The Satyrydes  219
Tamala 175 Taenerus 220
Taproban Island 175 Location Adventure Seeds 222
Vedda  175

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ATLANTIS: The Second Age
What is this book about?
The ATLANTIS: Geographica is the first supplement for the ATLANTIS: The Second Age roleplaying game. It details the antediluvian
world, its peoples, and its flora.

Do I need any other books?


To get the full value of this book it’s suggested you also have the ATLANTIS: The Second Age core book. Within the core book you will
find much of the history of the people of the game world and the machinations and themes that shaped the world.

How do I use this book?


Players and Game Masters alike have the same
question when playing a role-playing game: “What’s
over there?”
The ATLANTIS: Geographica attempts to
answer that question by giving a broad overview of
the game world. This book can be used as a tool for
a number of applications.
►► Detailed character creation: If a Hero is
from the barren hills of Hyperborea there is
now a resource to expand on those lands.
Also included for each land described in the
book are suggested names for that region.
►► As a GM reference: If an adventure takes
place in the dark forests of Vir the Game
Master knows where that is and what
encounters the heroes will most likely face
►► As a plot resource: included in the
Geographica are over 100 plot hooks to help
jump start the imagination.

Can I use this book with


other game s or game
systems?
Yes you can; there is enough system free
information in this book to use with a number of
other fantasy games. You can also eat cereal with
water instead of milk but we all know which is
better.

Now let’s get going!

4
GEOGRAPHICA
Movement and travel in the
Antediluvian world
Travel Rates
All distances listed here represent the average rate of movement in kilometers per day (assuming
10 hours of travel time, not including rest periods or stopovers) or, in some cases, kilometers
per hour (KPH). The Game Master may modify these numbers as necessary, according to game
circumstances.

Overland Travel
Method Distance KPH
Walking 32 kilometers 3.2
March, militia 37 kilometers 3.7
March, trained soldiers 45 kilometers 4.5
Mounted, riding horse 45 kilometers 4.5
Mounted, elephant 32 kilometers 3.2
Caravan 18 kilometers 1.8

Roads, especially the many surviving First Age highways, increase movement by up to 10% and
negate the penalty due to inclement weather such as rain. Roads have no effect on extreme weather
or snow and ice. The bonus for road movement somewhat negates the penalty for bad terrain.
Rugged terrain includes hills, light woodlands, broken terrain, etc., and reduces movement by up
to 25%. Movement speed while mounted or with wagons is limited to 50%. Very rugged terrain
includes mountains, swamps, deserts, etc., and reduces movement by up to 75%; movement in
such terrain while mounted or with wagons is generally impossible, though mounts may be led at
the walking speed. Inclement weather conditions may reduce rates by 50% or more in addition to
the above terrain restrictions.

Waterborne Travel
Vehicle Distance KPH
Dragonship 314 kilometers 26
Galley 232 kilometers 19
Aquanos 175 kilometers 15
Longboat 310 kilometers 26

Halve listed distances for unfavorable winds/currents, navigational hazards, etc. Crafts without
oars have an effective speed of ‘0’ if the weather is becalmed. Crafts with oars will normally move at
25% of their speed when under oar. A Dragonship or an Aquanos requires neither oar nor wind for
propulsion and always travels at full speed unless there is a problem with its crystal matrix.

Airborne Travel
Airborne travel rates can be figured by the hour. Use the ship’s SPD rating and listed KPH total
in favorable conditions. In unfavorable conditions (high winds, storms, etc.), reduce the number
by 50% or more, depending on the severity of the prevailing conditions.

5
ATLANTIS: The Second Age
Lore (Survival ) Skill (specific)
The Lore (survival) Skill is a very important proficiency to have in the antediluvian world. Many
intrepid Heroes have set forth on a great quest only to find that living off the land is a lot tougher
than the stories made it out to be. Without the basic survival skills a group may not survive a week
away from the civilized lands of the known world.
To simulate this when traveling the GM should request a Lore (survival) Skill roll to be made
for the specific area that the heroes are traveling through. The most common topographies are listed
below
►► Rainforest/Jungle
►► Savannah/Grassland/Plain At the end of every week of travel through an area the
GM should call for a Lore (survival) Skill roll modified by
►► Forest
factors such as the weather and travel speed.
What if the group ►► Desert
The Lore (survival) Skill roll will determine if the
doesn’t have the Lore ►► Sea/Ocean
Heroes have enough food, water, and/or shelter, as well as
(survival) Skill? ►► Tundra their ability to move at a normal rate.
Get a guide to lead you ►► Mountain
through the land. This is a tried
and true method of safely traveling Survival Roll Modifiers
through unfamiliar territory and it’s The GM determines the DoD of the roll by consulting the chart below.
very easy to find and enterprising
A Hero can make Lore (survival) Skill roll that takes care of herself and a number of others equal
young man or woman that will
lead a group.
to her INT+1 (minimum of one other). A single Hero can increase the number of others covered
by her Lore (survival) Skill roll above this limit, but each additional person modifies the DoD by
a cumulative -3.

Travel Rate Base DoD Weather Conditions Mod.


Normal pace -5 Clear and calm -0
Double pace -10 Raining/ Snowing -3
Triple pace -15 Stormy/Blizzard -7
Moving at half pave +0

The Survival Roll


The Heroes cannot make any headway and cannot find food or supplies.
Critical Failure: The Heroes do not move, losing a weeks worth of movement and suffer 15
Hit Points of damage because of lack of food, water, and shelter.
The Heroes cannot make any headway and cannot find food or supplies.
Failure: The Heroes do not move, losing a weeks worth of movement and suffer 10
Hit Points of damage because of lack of food, water, and shelter.
The Heroes encounter unforeseen troubles and move only half their normal
Partial Success: movement for the week and suffer 5 Hit Points of damage because of lack
of food, shelter or other hazards.
The Heroes move their allotted movement and have no trouble finding
Full Success:
food, water and shelter.
The Heroes move twice as far and make good time towards their destination.
Critical Success: The Heroes move twice as far as they would normally that week because of
favorable conditions.

Example: Donobey and Dayn are traveling through a southern Jambu jungle. Donobey has
the Lore (Survival) (rainforest) Skill at +12. It is during the rainy season and they are trying to
push their pace moving twice as fast. After a week of travel a Lore (survival) Skill roll is made
with a DoD-13 (-10 for double pace, -3 for rain) yielding a Partial Success. Because of the
weather conditions it was very difficult to get a fire started and keep it going the entire week.
Shelter was difficult to find leaving the two adventurers sleeping under palm leaves most nights
as the rain beat down. After a week both are exhausted and hungry, losing 5 Hit Points each.

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GEOGRAPHICA
The Obelisks
Scattered throughout the world are artifacts more ancient than the remembrance of even the
most ancient beings: the obelisks. These three-meter high glass and silver pyramidal structures are
scattered all over the world and are said to be the tears of a dreaming Elder God. Some scholars of
the arcane believe them to be extensions of natural Vril, manifestations of the Ātman soul of world
itself.
The obelisks appear and disappear without any reason and may sit in one location for a few
seconds or a few hundred years. When an obelisk first appears, it sends a minor ripple through the
local Vril lines, momentarily flooding them with energy. A season of unexpectedly healthy crops,
sudden migrations of animals, or the crystals of a temple flaring with light are often signs that an
obelisk has appeared somewhere nearby. An obelisk will remain in place until it has been entered
by at least one person though some histories mention obelisks remaining and allowing a second
or even third individual to enter. After someone has visited an obelisk, the construction vanishes
just as instantly as it came. Some obelisks may thus remain in an isolated location for many years.
The walls of an obelisk are as permeable as water and any who enter find themselves in a room
without form or shape, surrounded by stars as if they are standing in the heavens, although a
triangular doorway is always behind them allowing a way out. Those foolish enough to walk further
into the star-studded expanse are never heard from again.
In front of anyone who enters is a small pedestal with colored shards of crystal. The shards may
be moved (but not removed) into different configurations on the pedestal. Altering the positions
of the crystals sends shafts of colored light playing upward from the pedestal. Though the patterns
are strange, some of them create feelings of harmony or violence or revulsion (and so forth) in the
visitor; these feelings mirror both the Ātman that the obelisk is attuned to as well as the strongest
Ātman of the visitor.

The Obelisk’s Function


The obelisk is a mercurial piece of dream made solid by the perceptions of the mortal minds.
The first person to look upon the obelisk determines the obelisk’s function.
Almost all obelisks are attuned to a certain aspect of the mortal soul represented by the six
Ātman and take on physicals aspects of the element to which it is attuned. A Fire obelisk may sit
at the center of a charred circle, be warm to the touch, or rest upon a cooled magma formation.
Water obelisks may be found behind a waterfall, a Void obelisk in a cave, or at the bottom of a lake.
The GM may choose to which Ātman an obelisk is attuned or roll randomly on the included table.

1D20 Roll Ātman 1D20 Roll Ātman


1-3 Air 11-13 Earth
4-7 Water 14-16 Fire
8-10 Void 17-19 Empyrean
20 No attunement

Example: The GM rolls 1D20 and gets a result of 16. The obelisk is attuned to the Ātman
of Fire.

To determine the obelisk function the GM rolls 1D20 + the attuned Ātman of the person who
first gazes upon it and consults the included table. Once the function is determined it is set for the
remainder of the obelisk’s life

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ATLANTIS: The Second Age
1D20
Roll Obelisk Function
Insinuates dire thoughts of the user into the minds and dreams of the world. Lose Renown equal to 10x the user’s attuned Ātman
1
(minimum of 10). A black crystal cyst appears on the Hero’s throat that emits black smoke when an enemy is near.
2 Switches the user’s races randomly to another root race. This change is permanent.
3 Boils the user’s blood causing 10x the user’s attuned Ātman in damage
4 Rearranges the user’s attributes randomly adding the user’s attuned Ātman to the attribute points. The change is permanent
5 Ages the user 5x the user’s attuned Ātman in years
Allows the user to strike and automatically hit a single foe at a range in kilometers equal to the user’s attuned Ātman (minimum of
1 kilometer) doing DR equal to 5x the user’s Fire Ātman (minimum DR 5). After the initial assault, the target may evade further
6
assaults (Attacker's CR + Fire Atman vs. DoD (DEX + Evade)). The first time this ability is used by each new user, one of the user’s
arms blisters and turns black. The skin will flake like ash for a year and a day.
Teleports a target chosen by the user from anywhere on Earth to anywhere within 10 kilometers per point of the user’s attuned
7 Ātman (minimum of 10 kilometers). The target may resist with a WIL roll versus a DoD-13. For a year the user’s reflection weeps
when he sees it.
Teleports the user to anywhere she chooses within 100 kilometers per point of the user’s attuned Ātman (minimum of 100
8 kilometers). The user’s teeth and gums turn black for a number of months equal to the user’s attuned Ātman (minimum of 1
month).
Allows the user to change places with an item within a number of kilometers equal to the user’s attuned Ātman (minimum of 1
9 kilometer). Within several days the item animates and comes looking for the user in the hopes of eating his soul and taking his
place in reality.
Allows the user see into the secret heart of someone within 100 kilometers per point of the user’s attuned Ātman (minimum of
10 100 kilometers). The user knows the desires and sorrows of the targeted person. When that secret knowledge is used for the user’s
benefit in any way, the heart of someone the user knows will stop.
Grows third eye in the center of the user’s forehead that allows him to see the exact configuration of another’s Ātman. This change
11 is permanent. The user also grows a vestigial tail that seems to have a mind of its own, becoming a nuisance to him and those
around him. The tail affliction lasts a number of weeks equal to the user’s attuned Ātman (minimum of 1 week).
Heals any harm, affliction, or disease the user may have and makes them whole and complete. A black gem pushes up from the
12
center of the user’s head and is stuck there. It can be removed with a loss of one point of INT.
Allows communication with a chosen person telepathically over any distance for 1 hour per point of the user’s attuned Ātman
13 (minimum of 1 hour). Clothes now deteriorate and become tattered rags within weeks when worn. To mitigate this effect, the
user must bathe every day in milk.
Regresses the user’s physiological age back in time a number of years equal to the user’s attuned Ātman (minimum of 1 year).
14
The stolen year(s) are taken from the first person the user sees after regressing, who effectively increases in age an equal amount.
Expands the user’s lifespan by a number of decades equal to the user’s attuned Ātman (minimum of 1 year). The user’s lips turn
15
indigo blue and glow in the moonlight.
Finds the location of a treasure worth a number of Treasure Points equal to 3x the user’s attuned Ātman. When the treasure is
16 found and taken, somewhere in the world, a family is ruined financially and sold into slavery. (They know the cause of their
misery)
Adds a number of points equal to the user’s attuned Ātman to the user’s attribute aligned with the attuned Ātman. Air=INT,
17 Earth=CON, Water=CHA, Fire=SPD, Empyrean = PER, Void= DEX. With this increase, the user also loses all the hair on his
body permanently.
Insinuates great thoughts of the user into the minds and dreams of the world. Gain Renown equal to 10x the user’s attuned Ātman
18
(minimum of 10). A small golden flame appears above the user’s head when his name is spoken.
Gives a permanent increase to the user’s attuned Ātman equal to double the user’s CHA. The user’s skin color changes with his
19
mood. The affliction last for a number of weeks equal to the user’s attuned Ātman (minimum of 1 week).
Allows reincarnation; when the user dies there is a chance that an aspect of his soul will find a likely host and imbue some of its
20 essence into them. This allows the player to add 50 Renown to a new Hero once the current one dies. The new Hero has all the
memories of the last one. Those that look deeply into the eyes of the Hero remember and know who he truly is.
The Hero is burned upon his face with the mark of a god, blinding his right eye to the mundane world. He may now see the flow
21+ of elemental energy of the Earth, adding +5 to MR + Investigate/Search Skill rolls when looking for ley lines or other places of
power.

Example: The first person in the adventuring group to see the Fire obelisk is Donobey, who has a Fire Ātman of 4. The GM secretly
rolls 1D20 and gets a result of 2; he then adds +4 to the roll for Donobey’s Fire Ātman and gets a final result of 6. Comparing this result
to the table, the obelisk allows the user to strike at a foe.

8
GEOGRAPHICA
NOTE: Obelisks entered in the month of Wayeb have double the effect.

Uses
All obelisks have a number of uses before they can no longer be entered and operated. Once
used up the obelisk collapses into a pool of quicksilver that vanishes within minutes. Each obelisk
is different and attuned to a different Ātman aspect. The obelisk has a number of uses equal to the
user’s WIL+5 (minimum of 1 use). Additional uses may be gained by spending a permanent point
of the user’s Ātman to which the obelisk is attuned.
Example: The obelisk which Donobey sees has a total base number of uses equal to 5
(Donobey has a WIL of 0) before the obelisk vanishes back into unreality.

Operation
A user may discern what the pattern of crystals inside an
obelisk does before using it with an attuned Ātman + Investigate/
Search Skill roll versus a DoD-13. If he is successful he knows
exactly what the obelisk does before using it. If the roll is
a Partial Success, he has a vague understanding and no
idea what it will do on a failure. A Critical Failure gives
him erroneous information on the device and a Critical
Success allows for one free use of the device which does
not use up any of its uses.
Example: Donobey has an Investigate/
Search Skill of +3 and a Fire Ātman of 6. To
discern what the obelisk does, he must beat
a DoD-13 with an Investigate/Search Skill
roll total of +9. Rolling, he gets a Partial
Success and ascertains that the obelisk may
do harm in some way to those it focuses
upon.
Example: Donobey focuses the device
on a Nethermen chieftain that he has been
tracking for the past month and finds him
within 4 kilometers and targets him using
the obelisk. He manipulates the crystals
and fires a burst of unrefined reality at the
chieftain hitting him automatically for
20 Hit Points of damage. As he does so,
Donobey is alarmed as his arm blackens
and begins to slough charred skin. The
Netherman staggers and looks around
and Donobey fires again but this time the
chieftain dodges to the side and the bolt
misses him.
Dayn, Donobey’s traveling companion,
watches in amazement and decided that
he wants to use the device too and uses the
device to search out a foe in Tharsheesh,
some 800 kilometers away and much farther
than the range of 2 kilometers within which
Dayn can target based on his Fire Ātman
of 2. He fires the device but the foe is out
of range and the burst of unrefined reality
fizzles out well short of the target; Dayn’s
arm, too, then blackens and begins to slough
charred skin.
So far the Heroes have used 3 of the
obelisk’s 5 total charges.

9
ATLANTIS: The Second Age
The Atlantean Calendar

10
GEOGRAPHICA
Calendar
The Atlantean calendar is divided into 13 months; 12 months with 30 days each and a final
month with only 5 days. Each month is subdivided into 5 weeks of 6 days. The months begin at
the first visibility of the New Moon and are identified by the day number followed by the name of
the month.
At the end of the year, there are the 5 evil days. On these days it is said that the boundaries
between the spirit world and our own are blurred, allowing things from beyond to slip into our
reality. It is customary on these days to paint one’s face or dress as an undead or demonic entity to
fool the spirits.
Holy Days
Holy days are recognized on the 1st, 7th, and 15th of each month. All devotees spend the day
paying tribute. In some regions all conflicts stop with both sides taking respite in recognition of
the gods.
Feast Days
Every month has two feast days; one on the 15th and one on the 30th. The feast days are usually
family gatherings, where the extended family can meet and talk about the happenings of the month

Magic and the time of year


Different magic users work differently depending on the season or month. The differences
depend on the month or season, and are explained below, but all work the same way. A Hero using
their traditions will automatically gain a bonus to their spell casting equal to twice the Hero’s CHA
score. To activate this benefit, the Hero must spend 1 Hero Point.
Example: A Hero with a CHA +3 and Attack Mode of +10 is trying to cast a spell with a DoD-
18. Normally the hero would have a -8 to his roll but during the dark month he may add +6 to his
roll if he spends 1 Hero Point.

The Solstices & Equinoxes


During the solstices and equinoxes, magics performed in the Witchcraft and Animism Traditions
have increased potency and brim with extra power.

The month of Wayeb


During this wicked month, the forces of darkness are set upon the earth, enhancing and helping
their mortal allies with the Dark Arts.

Sorcery and the Months of the Year


Empyrean and
The Atlantean sorcerers are some of the most potent practitioners of magic on the planet. As a
benefit, the player may pick 4 months where they receive a bonus to their magic. the 13 months
There is no month associated
with the element of Empyrean
Lunar Eclipse as all months have the potential
When the moon passes into the shadow of the earth and the sun, earth, and moon align, for some sort of inspiration.
powerful forces affect the world. All traditions (except the Dark Arts) gain a bonus to all spell Instead, each month (except for
casting equal to 5x their CHA. Conversely, the Elder Gods sleep soundly in the darkness created by Weyeb) has a day associated
the Earth’s shadow and the world is safe for a time. Dark Arts practitioners receive a penalty equal to with the element as noted on the
twice their WIL to all spells cast during this time. To activate this benefit or negate the disadvantage calendars. The day usually falls
the Hero must spend 1 Hero Point. on the 13th of every month but
some months vary
Solar Eclipse
During these inauspicious (for most) occasions, the dark powers of the world gather in strength
and the Elder Gods dream more potent horrors. All who practice the Dark Arts tradition double
their magical effects (a level 5 spell is now a level 10). To activate this benefit, the Hero must spend
1 Hero Point.

The Great Conjunction


Every 500 years, the Great Conjunction happens. All six planets and the moon gather imperfect
alignment with the sun. When this occurs, great and powerful magic can be worked. Geomantic
upheavals occur and the Vril in ley lines and Circles double. Those with an MR rating of at least +2
or higher have prophetic visions, see the spirit world, and double the potency of any spell cast (a
level 6 spell works as if it’s a level 12 spell). The next conjunction will happen soon….

11
ATLANTIS: The Second Age
Nisanu
The beginning of the new year. Month of resting

1 2 3 4 5 6
Holiday:
Olódùmarè’s First
Breath
7 8 9 10 11 12
Holiday:
Fool’s Day

13 14 15 16 17 18
Feast day:
Feast of Orunmila’s
Words
Holiday:
Night of Wisdom
Dance
19 20 21 22 23 24
Holiday:
The Hour of the
Dragon
25 26 27 28 29 30
Feast:
Ochosi’s Words

Ayaru
Month of the Forthcoming of Water

1 2 3 4 5 6
Holiday:
Olódùmarè Awakes!

7 8 9 10 11 12
Holiday: Holiday:
Moon’s Graceful The Feast of Souls
Passage
13 14 15 16 17 18
Feast day:
Feast of Oshún’s
pleasure
Holiday:
Reflected Visage
19 20 21 22 23 24

25 26 27 28 29 30
Feast:
Iemanja’s Bounty

12
GEOGRAPHICA
Simanu
Month of Happiness

1 2 3 4 5 6
Holiday:
Olódùmarè Stands

7 8 9 10 11 12
Holiday:
Founding of the
First Kingdom
13 14 15 16 17 18
Feast day:
Deserts of the Ibeji
Holiday:
Coming of the
Lawgiver
19 20 21 22 23 24
Equinox

25 26 27 28 29 30
Feast:
Feast of the Orixa

Du’uzu
Month of Love

1 2 3 4 5 6
Holiday: Holiday:
Olódùmarè walks! Dawn of the Six
Arcana
7 8 9 10 11 12
Holiday:
The Extant of Tol

13 14 15 16 17 18
Feast day:
Oba’s Delights
Holiday:
Maidens Walk
19 20 21 22 23 24

25 26 27 28 29 30
Feast:
Oya’s Due

13
ATLANTIS: The Second Age
Abu
Month of building

1 2 3 4 5 6
Holiday:
Olódùmarè speaks!

7 8 9 10 11 12
Holiday:
Day of the Great
Temple

13 14 15 16 17 18
Feast day:
The night of Ogou’s
Labor
Holiday:
The Day of the Dead
19 20 21 22 23 24
Holiday:
Paths of Eternity

25 26 27 28 29 30
Feast:
Anansi’s Night of
Tales

Ululu
Month of sprinkling seed

1 2 3 4 5 6
Holiday:
Olódùmarè sows!

7 8 9 10 11 12
Holiday: Holiday:
Birth of Ragesh The Blessing of
Smoke
13 14 15 16 17 18
Holiday:
Eve of Prophecy
Feast:
The Last Drink of
Light
19 20 21 22 23 24
Summer Solstice

25 26 27 28 29 30
Feast:
Remembrance of the
Day of Scars

14
GEOGRAPHICA
Tashritu
Month of awakening of buried seed

1 2 3 4 5 6
Holiday: Holiday:
Olódùmarè claps! Rising of the Tides

7 8 9 10 11 12
Holiday:
Festival of the Long
Knives
13 14 15 16 17 18
Feast day:
The Dance of
Ocumare
Holiday:
Olukun’s Regatta
19 20 21 22 23 24

25 26 27 28 29 30
Feast:
Shango’s Red Feast

Arakhsamna
Month of ripening fruit

1 2 3 4 5 6
Holiday:
Olódùmarè laughs!

7 8 9 10 11 12
Holiday:
The Centurions
Stand
13 14 15 16 17 18
Feast day:
Offerings to Exú
Holiday:
Moon Night
19 20 21 22 23 24

25 26 27 28 29 30
Holiday: Feast:
Crowning of Stars abalu Aye Claims
His Due

15
ATLANTIS: The Second Age
Kislimu
Month of conceiving

1 2 3 4 5 6
Holiday:
Olódùmarè creates the
two!

7 8 9 10 11 12
Holiday:
Orichalcum Glow

13 14 15 16 17 18
Feast day:
The coronation of
Obatala
Holiday:
The Conjugal Feast
19 20 21 22 23 24
Equinox

25 26 27 28 29 30
Feast:
Erinle’s Joy

Tebetu
Month of harvesting

1 2 3 4 5 6
Holiday:
Olodumare Watches

7 8 9 10 11 12
Holiday:
The Long Wait

13 14 15 16 17 18
Holiday: The Feast day:
Serpent Festival Glory to Ozain
Holiday: Weeping for
Autochthonia

19 20 21 22 23 24

25 26 27 28 29 30
Feast:
Cotillion Dreams

16
GEOGRAPHICA
Shabatu
Month of giving

1 2 3 4 5 6
Holiday:
Olodumare Sings

7 8 9 10 11 12
Holiday:
Carrion Roast

13 14 15 16 17 18
Feast day:
Oba’s Glory
Holiday:
Day of Reckoning
19 20 21 22 23 24

25 26 27 28 29 30
Feast:
Aganju’s Wealth

Adaru
Month of flooding

1 2 3 4 5 6
Holiday:
Olodumare Weeps

7 8 9 10 11 12
Holiday:
Death of Amanhene

13 14 15 16 17 18
Feast day:
Bounty of Olukun
Holiday:
Antilla Falls
19 20 21 22 23 24
Winter Solstice

25 26 27 28 29 30
Holiday: Feast Day:
Nightensoul The fattening before
the famine.

Wayeb
Month of terror

1 2 3 4 5
The day of the unclean The day of insatiable lus The day of the beautiful The day of foul betrayal The day of blood soaked
thought deception madness

17
Alba and Iber

18
­­­­­Alba Alba’s Ogres
(AL-bah) Hulking, grey-skinned
brutes that tower over fully
Alba is a rich and verdant land with terrain ranging from dense forests to rolling plains to bleak grown oak trees, Alba’s Ogres
moors. Alba teems with natural life and, due to numerous invasions and migrations, is possessed are cunning creatures that
of a host of varying cultures and peoples. Ogres and giants are particularly common in Alba. The use their size to bully anything
territories staked out by these creatures, called Ogremoors, are home only to stunted and diseased smaller than them. Alba’s
plants and animals as the very presence of these monsters fouls the air for kilometers around. Ogres are foul-tempered
Though Alba is not a large island, it is subdivided into a number of separate regions. These without exception and lazy
include Aboric (A-bor-ik), Arden (AR-den), Avalon (AV-a-lon), Cymbri (SIM-bree), Havar (ha- beyond belief. These creatures
VAR), Skara (SKA-ra), Skye (SKY) and Starr (STAR). Each of these regions is described in more emit a foul miasma that drives
away animals and kills plant
detail in the individual sections that follow.
life. Luckily, there are probably
less than two dozen Ogres in
all of Alba; gender is evenly
divided between males and
Aboric females.
(A-bor-ik) The Ogre called Emperor
Muld claims to be the ruler
Aboric is populated by the pale-skinned and dark-haired Abor tribes. Legend says the Abor were
of his people but in truth the
driven from Iber in ancient times by a demonic force that almost destroyed them. The Abor are creatures live so far apart that
a hostile people, without friends among any other human tribes. They harbor Nethermen among this means little. Muld does
their tribes and have been known to interbreed with them. The more civilized humans of Alba find have an impressive castle
the Abor to be a filthy, crude, and slovenly folk. “Son o` an Abor”, “Manners o` an Abor”, and built by human slaves which
similar remarks are considered dire insults in most of Alba. overlooks a bleak marshland.
These barbarians worship dark deities and believe that Ogres are their favored servants. The The bards claim that the
Abor regularly offer human sacrifices to nearby Ogres — young virgins at each new moon, children Ogres were born following
the massacre of a Lemurian
at the solstices and equinoxes, and captive strangers whenever they are available. In return, the
colony. It is said that the land
Ogres generally leave the Abor alone. itself wept for the deaths of
The Abor domesticate wild dogs, which they employ on the hunt and in combat. Their warriors the gentle Ape-men and when
wield stone-headed clubs, spears, and slings as weapons and wear “armor” of wolf or bear hide. The these tears touched the dead
Abor lack the secret of metalworking and their reputation for sacrificing traders to nearby Ogres Lemurians they rose again as
means that they are unlikely to get it by neighborly exchange. Ogres.
Most of the Abor population is scattered throughout Aboric in small bands, though they have
one large settlement, called Ugmur (UG-moor). This settlement consists of a series of interconnected
caves with entrances located throughout the surrounding countryside. The Abor often hide in these
entrances and spring forth to capture unwary strangers.
Ugmur is ruled by Queen Vorgel, an ancient hag steeped in the blood of a thousand sacrifices
and rumored to be a powerful witch. Vorgel has great plans to unite the Abor tribes; plans that the
rest of Alba would do well to worry about. Vorgel’s minions excavate new tunnels based on visions
granted to the hag-queen by her dark masters; what they hope to find buried in the darkness is a
mystery.
The Lady in Green
The Lady in Green isn’t a
Arden Sidhe at all; in fact, she is the
source of their degenerate
(AR-den) nature and the reason they hide
The Forest of Arden is the homeland of the xenophobic race of humans called the Sidhe. behind masks. The queen is an
Legend says that the Sidhe practice an extreme form of witchcraft, though the truth of the matter ancient and powerful Ophidian
is unknown, since they tend to execute those trespassing on their lands. The Sidhe do not mate who took refuge in Alba during
the war with Lemuria. The Lady
outside of their community and have slowly become degenerate and touched by insanity.
in Green, a skilled alchemist,
All Sidhe wear eerily beautiful masks of bone, clay, or metal to disguise their degenerate features. has spent centuries refining
Some can be quite violent in expressing their hostility and harbor a long-standing hatred of those an elixir to turn humans into
who have forced them to give up so much of what they once held. The tragedy is that the Sidhe Ophidians and so regenerate
once ruled all of Alba, Iber and Ys, and ranged freely throughout Europa, Atlantis, Turan, and her race. The reason for the
even Gondwana. Over time the Dadorcha (as they call all non-Sidhe) have forced them to give up Sidhe’s retreat into Arden isn’t
almost all of what they once held. Only in Alba are the Sidhe still populous, and only in Arden do because they were driven
they still prosper. back, but is instead a carefully
calculated move by the queen,
As a result, few Dadorcha dare venture into, or even near, the Forest of Arden. Sidhe seeking intended to disguise the final
vengeance or a chance to reclaim lost lands sometimes roam far outside their homeland, giving the stages of her work.
race a reputation for dark deeds. Arden’s Sidhe have withstood invasions by everything from giants
to Nethermen. Even the mighty Atlanteans lost the legions they sent into Arden’s dark boughs,

19
ATLANTIS: The Second Age
swallowed up in the green.
It is said that Arden has been ruled from the earliest ages by an absolute monarch known only as
the Lady in Green (no one is sure of her true name or even of her exact race). She has ruled Arden
for a thousand generations of men, or so say the legends. Her rule is tempered by the strong force
of tradition, the philosophy of the Sidhe supposedly evolving around the phrase: “Things shall be
as they ever have been.”
All of Arden’s Sidhe acknowledge the Lady in Green as absolute ruler, though some are less
The Lost Legion enthusiastic than others. The Sidhe have their share of internal squabbles, particularly between
The Atlantean Legion once those who want peace and solitude and those who live only for vengeance against the Dadorcha.
lost in Arden carried with it a
legion standard topped with an
orichalcum bull. The Lost Bull
has long since been a legend
that crops up from time to
Avalon
(AV-a-lon)
time. Allegedly it was originally
enchanted to bestow some Avalon is a small land, in reality little more than an island-city, with Havar and Arden furnishing
benefit to those who marched the landward boundaries. The mighty, white-marble city rests on an island in the River Usk,
beneath it, but those stories are surrounded by farmlands, rolling plains, and forest. The farmers who tend these lands trade with
as contradictory and inconstant the city and grow rich from their dealings, though they do not identify themselves as “of Avalon”.
as the winds.
The entire population of Avalon (all of Atlantean blood) resides within the city, which grew
steadily from its founding during the late Golden Age until the Cataclysm. Avalon’s people have a
strange reputation and while they trade readily with outsiders, they rarely leave the city for more
than a day at a time. Likewise, visitors, while encouraged to stay overnight, are not welcome for
more than a few days at most. A noticeable oddity are the city’s impressive docks and the small fleet
of warships residing there that never seem to leave port.
Avalon is built around one of the largest Vril pyramids outside of Atlantis. The pyramid powers
much of the wonders that Avalon is famed for, but it also sustained damage during the Cataclysm.
This damage causes the island of Avalon to vanish into mist from mid-Autumn until mid-Spring
each year, prompting the locals to call it “the summer kingdom”. The population is tight-lipped
about what happens during this time, and it is widely believed that the island simply ceases to exist.
Avalon is wholly located on an islet, connected by bridge to the mainland fields and forests. The
The Hunger Fleet royal palace is built directly on the Vril pyramid. Some say that the constant flow of arcane energy
There are rumors of a is slowly twisting and mutating the royal family.
group of pirates who raze and Avalon is looked towards with greedy eyes by its neighbors. The Havari and Cymbri would
plunder the surrounding areas, dearly love to learn the secrets of working iron, and the gold stored in the city alone would be worth
not for riches and wealth but for a fortune to them. Though no formal attack has been launched, it is only a matter of time before a
blood and flesh. Survivors who Cymbrian pirate decides to try his luck.
have seen the fleet describe
it as a small group of three
to five ships of various sizes
and cultural origins, much
like the pirates of the Cymbri,
but proceeded by a cold mist
and unearthly howls. The
crew that issue forth ravages
unsuspecting villages, eating Where does Avalon Go?
their victims where they fall. Avalon doesn’t just vanish into nothingness, nor does it visit Hell, or sink into the lands
So insatiable is their hunger of the dead. The entire island shifts a few hundred kilometers out into the sea where it
that nothing, man nor animal, is known as the island of Ys. Avalon’s people are reluctant to discuss the shifting for a
is ever found alive. Villages number of reasons, not least of which is because none of them have aged a day since
and derelict ships found later the Cataclysm. A city that makes its people immortal would soon outgrow its boundaries.
contain nothing but piles of Even after centuries of study the people can’t figure out exactly what is happening or
broken bones with the marrow why; all they know is that if they leave the city for more than a day or so, time catches up
sucked out. with them and they die of extreme old age.
Another cause for concern is that in the last few decades some people have failed to
reappear after the shift. These people have simply vanished, never to be seen again. At
first only one or two people were affected but the numbers are increasing and people are
getting very scared.
King Haeseus is deeply concerned about the disappearances and has taken the rather
drastic step of consulting a demon called Trumakhanis on the matter. The demon claims
to be an expert on Vril technology and has promised Haeseus that it can restore Avalon
permanently to the real world. What Trumakhanis is really up to is anyone’s guess.

20
GEOGRAPHICA
Cymbri
(SIM-bree)
Cymbri is not a true country, but a single, large settlement situated on the rockbound western
coast of Havar. Its exact location, once a closely guarded secret, is common knowledge in Havar,
Endendracgorne
though no realm has the sea-power to deal with the nascent nation. On the isolated western
The original settlers of Cymbri were a mixture of Sheban slaves from the early days of the shores of Alba, atop the dark
Sheban trading empire. While en route to Tartessos in a fleet of slave galleys, the thralls revolted mountain of Mornmorrall,
and used the ships to flee westward, eventually finding refuge in Alba. Here they established a stands a lonely pinnacle of
stronghold, naming it Cymbri, after a hero of the revolt. To support themselves, and as a measure night-black rock. If a man
of vengeance for their ill treatment at the hands of their former masters, the Cymbrians turned to were to stand on that pinnacle,
piracy as a way of life. he might see the long, deep
pass of Endendracgorne,
Since that time, several hundred years ago, the Cymbrians have increased both in number and gripped tight in the mountains
in strength. The crude-walled enclosure that once served as their base of operations is said to have that divide Skye and Cymbri.
grown into a ramshackle town of clashing architectural styles. The Cymbrian population has also Such a pass should by rights
continued to grow, augmented by the constant influx of captives, escaped slaves, and disaffected echo with the creak of wagons
individuals from all over the known world. The Cymbrian fleet has swollen to become a threat to or the clink of armored men,
even the mighty Atlantean war machine. but this is not the fate of
Cymbrian culture is incredibly diverse, with almost every religious belief and custom represented. Endendracgorne.
The few traditions native to Cymbri primarily reflect the legacy left by their slave ancestors. As Remote and desolate,
Endendracgorne is a hidden
Sheban slaves were made to shave their heads, so too do most Cymbrian corsairs (both male and
and unwanted place, full
female), though many retain a top-knot or narrow crest of hair as a symbolic show of defiance to of thick mists and lingering
the old ways. Clothing and jewelry varies wildly in style and frequently clash; “vibrant” is the best shadows; a corner of Alba that
way to describe Cymbrian fashion. shuns sunlight and grasps tight
Though Cymbrians have an inherent dislike of authority, a council of captains serves to govern to a lasting chill. Those few
the city’s interests and settle disputes. The council is elected by the captains of the pirate vessels that dare to intrude, speak of
and serves until deposed or killed. Among other duties, the council decides whether or not any their time there only in hushed
newcomer is to be granted Cymbrian citizenship. Almost anyone can apply for citizenship in tones, comparing the valley to
a grave, roughhewn from the
Cymbri. It is customary for such applicants to offer the council a goodly sum of treasure or a gift of
earth by the hands of some
great value as an “application fee” of sorts. Those accepted are required to swear an oath of loyalty mournful god.
to the city. The few that choose to
Cymbri is a walled port city of formidable construction, well-guarded by hardened corsairs. speak of their experiences
Most Cymbrians converse in a twisted version of the Atlantean tongue called “Cymbish.” This warn of the dangers of stepping
dialect is practically incomprehensible even to those who speak Atlantean, and qualifies as a distinct from what they call “the path”.
language all its own. Cymbri’s primary source of income is piracy though it trades a little when Even individuals known for
necessary or desirable. There are no laws in Cymbri but the locals adhere rigidly to a pirate code of their malicious nature give
earnest warnings laced with
honor with violent punishments for those that break it.
levels of manic concern to
There are those who say that Cymbri is paid a substantial sum of gold and silver each year by anyone seeking guidance or
Tharshesh in return for leaving their merchant ships alone. Some even believe Tharshesh encourages information about a valley
raids against its rivals by these Cymbrian corsairs, though to date there has been no proof offered crossing.
that such a conspiracy truly exists. The path lacks markings
or gravel, timbers or markers,
and is best described as a
following of signs or omens.
Havar Even those that adhere to the
path and heed all warnings
(ha-VAR)
sometimes vanish into the
Havar is the most populous region of Alba and consists of gently rolling plains and dense mists. Something malicious in
forests. Atlantean Golden Age ruins are common but shunned by the locals who believe them the valley awaits its master’s
cursed. The people of Havar are fair-skinned, usually with brown hair. Their society is druidic to return, tricking those who
and the High Druid of Havar is both the spiritual and political leader of Havar, the Guardian of trespass into an early grave.
History, the Teacher, and the Keeper of Stonehenge. The druidic religion survived the Atlantean Ancient Jinn scripts refer
to Endendracgorne as the
occupation of Havar as a secret cult, and when the “iron faces” left, the Druids were the first to
destination of all material
organize formal settlements. journeys.
Stonehenge is a non-functioning Vril Circle from the Golden Age that the Havari adopted as an -Contributed by Jeremy Kear
observatory and temple to their gods. This great circle of standing stones fulfills both religious and
calendric function, marking the passage of days, months, seasons, and years by tracking the rising
and setting of the sun and moon over various stones.
Havar has a large population of Andaman, mostly Asena. The Andaman and Havari are in a
constant state of low-level warfare since the Druids regard the beastmen as abominations and have

21
ATLANTIS: The Second Age
ordered their destruction. For their part, the Havari see the Andaman as minions of the dreaded
Atlanteans and treat them accordingly.
The people of Havar do not wear furs or hides, and consider those who do to be barbaric at best.
They subsist primarily on fruits, vegetables, and herbs, eating game only when absolutely necessary
for their diet. Some portion of any kill must be sacrificed to Cernunnosa as a token of respect and
gratitude. Despite these limitations, the Havari are skilled hunters and trackers, employing the
This is one of the most stable short bow, dagger and spear.
regions in all of Alba and a fine The Havari possess a runic alphabet (taught by the Druids) and place much emphasis on
place to visit - if you happen to performance skills and natural magic. The settlements are clean and well-ordered; they have
be human. I was almost executed domesticated animals and remembered much of agriculture from their time under Atlantean rule.
and only managed to escape by The Havari make most implements from wood and stone. Some tribes have learned to work the
diving overboard while crossing copper and tin that are common to the south of their lands, but bronze and iron are unknown to
a river. I don’t enjoy being called them.
an abomination by people whose Politically, the Druids exercise complete control over the land. Havar is divided into four
idea of technical sophistication is regions: Ashara (ash-AR-a), Aw (AW), Awtam (AW-tam), and Havoc (HAV-oc). Each is governed
bashing each other over the head by an Elder Druid, who ranks above the Druid chieftains of the region’s settlements. The High
with rocks. That may not be a Druid rules over all, an absolute monarch who makes all laws and is the ultimate arbiter of all
fair estimation but I’d wager that disputes. The Elder Druids, however, control the selection of the High Druid’s successor, and will
they can’t tell a Lemurian from combine to depose a High Druid whose actions threaten Havar’s peace and order. This binding of
an Andaman. Consider yourself church and state prevents the power struggles between priests and lords common in other regions.
warned. The settlements of Havar are all large communal shelters. They are circular, in homage to their
Thalmia, Triton Sorceress. moon goddess, and are constructed of fine-crafted, sturdy oak. The largest settlement-house, some
40 meters in diameter, is called Hwarrum (haWAR-rum). It is 3 meters high around the perimeter,
rising to a center 10 meters above ground level. A second floor is located at the 3 meter level, and a
small third floor 6 meters off the ground occupies the center of the large building. A central shaft 3
meters in diameter connects the three floors from roof to lowest floor, providing ventilation. Within
this single structure is an entire village, with shops, residences, and even a small tavern.
Of the four districts, Aw is the most prestigious, as Hwarrum and Stonehenge are located here.
Awtam is the southwestern coastal region, through which trade passes to southern lands. Ashara is
an eastern district, separating Awtam and Aw from neighboring Arden. A strip of the Arden border
also runs along the boundary of Havoc, a contested region that arcs from northeast to southwest
The High Druid
and is surrounded by Cymbri and Skye as well as Arden.
The current High Druid,
Alcuin of Nol, has held the Havar is by no means a peaceful realm, even ignoring the Andaman conflict. The Cymbrians
position for seven years and bands of Ska frequently raid the borderlands, and Havar retaliates in kind. Havoc is thus a
following his predecessor’s dangerous land, plagued by battles between warriors of all three nations. Further, the Sidhe who
death at the hands of a dwell in the Forest of Arden are none too fond of their neighbors, often interfering in their affairs.
rogue Andaman. The murder Cymbrian ships harass the entire Havari coastline, and warriors from the pirate nation often
reignited the conflict between trespass into Havar’s territory. The Ska of Skye rarely raid Havar by sea, but do mount guerilla
the Andaman and Havari, a
attacks through the landward marches. Havar’s only close ties are with Avalon and Ys, both of them
conflict that the previous High
Druid had been trying to end
major trading partners. Havar is unaware that Ys and Avalon are one in the same.
diplomatically when he was
slain. Alcuin, a zealot, has
used his predecessor’s death
as a rallying call and now the Skara
Andaman are on the brink of (SKA-ra)
extinction in Havar.
The windswept, rock-strewn terrain of Skara occupies the northern portion of Alba. In this
Alcuin has commissioned
the creation a new monument bleak land of rugged hills and lonely moors live the Skara; light-skinned, dark-haired, and of average
close to the Stonehenge circle. build and height. Once closely related to the Ska of Skye, the Skara and Ska feuded generations ago
This vast monument consists of and have since been separated politically and culturally.
dozens of freestanding wooden The Skara are shepherds and hunters, but unlike their cousins from Skye, they do not much
pillars that store the power of like the sea. What fishing they do is done from the shore, and they have no skill in building ships.
sacrifices, allowing the High They understand many advanced concepts of agriculture, but the harsh climate of the region favors
Druid to tap into this energy. only the hardiest crops.
Most of the sacrifices are animal
in origin but Alcuin and a cabal
Scarcity of food and raids from Skye, Aboric, and Cymbri has thus far conspired to keep the
of his closest followers have Skara population rather small.
secretly sacrificed Andaman Skilled in crafting blocks of slate, the Skara have built small but impressive settlements with
prisoners in an attempt to boost semi-paved streets and basic sewer systems (an idea liberated from the abandoned Atlantean villas
the power of the site. that dot the landscape). Much of their furniture is likewise fashioned from cut and polished slate.
As hardwoods are extremely scarce in Skara, almost all implements must be made from slate,

22
GEOGRAPHICA
flint, or sheepskin. In working these materials, the Skara are largely unequalled.
Scholars believe that the Skara were influenced by Atlanteans in their development of cities.
The Skara themselves, however, retain no history of such outside influences. Their settlements are
old, and the origins lost in antiquity. The most prominent are Orka (OR-ka) and Phadrig (FAD-
rig). Each is ruled by a Druid, with the High Druid living in Orka. Initiates preside over smaller
settlements. The religion of Skara focuses on Cernunnosa, of the Europan gods, with the Morrigan
also holding some prominence. Non-functioning Vril circles, much like Stonehenge, are found in
several places in Skara. I’ve only set foot once in
The Skara are not a meek people. They organize raids into Skye and Aboric, and have even Alba. It was during the time my
ventured into the territories of neighboring Starr. Unlike the Ska, Skara raids are usually mounted companions and I delivered a
to steal food and animals, not to extend their territory or take captives (Skara is too poor to support blind prince to his one true love.
slaves, so prisoners are impractical, at best). Hit-and-run raids are the rule, with little time wasted It rained almost every day in
on unnecessary combat or killing. In battle the Skara use stone maces, flint daggers, and slings as that dreary land and the sky was
weapons and wear sheep- or bearskin armor. Skara slingers are feared throughout Alba for their thick as cold oatmeal. The food,
uncanny accuracy. Metal weapons captured from foreigners are highly prized, and considered a if you can call it that, was boiled
mark of esteem amongst the Skara. to remove any flavor it may have
had.
I did manage to snag a ring of
Fua-thwl
tablets written in the language
Skara is plagued by spirits of the earth disturbed by the deep quarries dug during the
Golden Age. The stone circles common here were an attempt by the Atlanteans to bind of the Havar people. I figured it
the Fua-thwl to the earth using geomancy. The Cataclysm and resulting Vril surge trapped was some sort of magical tome I
many of the deep spirits in the Vril circle’s stones. Now, when the Vril levels rise, the stones could sell later. It turned out to be
uproot themselves and wander the country looking for vengeance on the “quick ones”, as a book of laws and philosophies
they call humans. on governance used by the
Druids. Not worth the paper it
was printed on if you ask me.
Donobey of Nubia
Skye
(SKY)
The people of Skye are of the same race as those in Skara, having once all been part of the same
nation following the Atlantean occupation. Differences arose between the two groups, and Skye
broke off to pursue its own course. Skye occupies Alba’s northwest coast. Those who live here call
themselves the Ska.
Unlike Skara, Skye has fairly extensive woodlands and thus the advantage of using wood as a
building material. The Ska build ships and are very much at home on the water.
The Ska began as hunter-gatherers, but long ago adopted the concept of seaborne piracy from
the Cymbrians. Their corsairs bring in extra food and many luxuries, including metal implements
looted from the vessels and coastal settlements they plunder. Most Ska have various metal weapons
or eclectic pieces of armor, either taken in battle or handed down from a successful ancestor. They
favor longbows and battleaxes in combat and, when they cannot get metal weapons, use polished
stone ones instead.
Lurking Horrors
The Ska have laid claim to several islands off the coast, though Cymbrian corsairs dispute this One of the islands held by
claim and the rivalry often ends in bloodshed. The main settlements of Skye are Uig (u-IG) and Oa the Ska holds the remains of a
(O-ah). Uig is the largest and residence of the Corsair Chief of Skye. A 30 meter high natural pillar hidden Golden Age Atlantean
of solid stone stands on a cliff above Uig, a colossal monument to the New Gods. The monolith is laboratory. The sorcerers who
avoided by the Ska, who shun religious practices of any sort. Some claim that a Black Druidic cult worked here were drowned
lives there and uses the totem in its dark rituals. by a tidal wave during the
Cataclysm but their work
remains untouched and sealed
away in the hidden complex.
Starr The sorcerer-scientists were
engaged in creating a new
(STAR) form of sea-borne Andaman.
This region lies on the eastern coast of Alba. A very small tribe of hunter-gatherers lives here; The results of their experiment
semi-nomadic barbarians who migrate from upland pastures in the summer to southern woodlands may still lie below, trapped in a
near the fringes of Arden in the winter. They are tall, with brown skin and light hair, and dress in semi-flooded complex waiting
to be set free.
long, flowing garments.
The Starrians follow herds of Red Deer which live in the region. They use no metal, only
stone, wood, bone, antler, and leather. Not particularly noted for their craftsmanship, they produce
adequate tools and implements. They do not generally engage in trade, and shun contact with all

23
ATLANTIS: The Second Age
but the Sidhe of Arden with whom they have a silent understanding.
Too good to be They are pacifists by nature, following the tenets of an age-old mystic
true? cult that revolves around the worship of the Europan gods. Unlike
The Starrians are pacifists most of their neighbors, the people of Starr covet neither power nor
in a world of violence and wealth. Consequently, gold and other precious substances have
hatred. How do they survive little value amongst these peoples.
with their peaceful ways intact The Starrians are good hunters, but poor warriors. They
and why have they not cast
lead a hard life threatened by neighboring tribes, and they are
off this attitude to defend
themselves? The answer is
few in number. A peaceful people, they prefer seclusion over
simple enough; they are being interaction when they have a choice. Oddly, the Sidhe of
poisoned. Arden’s Lady in Arden are not hostile to the Starrians, regularly trading food
Green is a master alchemist and medicines in exchange for Starrian deer pelts.
and long ago decided that in
order for her people to conquer
the world she would have to Iber
render the humans into a more (I-ber)
manageable state.
The Lady in Green found Iber was a land of mystery even during the Golden Age.
a human tribe near Arden and The Atlantean legions that landed here either vanished or died
began her experimentations, in horrible, bloody ways. A famous expedition lead by Hardalis
offering food laced with an of Autochton ended before it even set foot on the island as the
aggression-inhibiting toxin rocky coastline “came to life” and devoured eleven of his twelve
to them. The Starrians were ships. Today, a few lonely settlements cling to the craggy coastline
pacified almost overnight and (mostly the descendants of shipwrecked sailors) but no foreigner
within a generation they had
dares penetrate into the oak forests that cover Iber like a mantle.
adopted new tribal customs to
suit their modified viewpoint. A few brave souls from Alba make a very good living collecting
rare roots and herbs from the woodlands, but it is not uncommon for
these people to vanish without warning. Uallach’s skalds claim that
the land itself is hungry and what is not provided by sacrifice is taken
by force. Visitors are looked upon as potential sacrifices by the Picts, and blood-stained oak groves
haunted by the spirits of the damned can be a grisly find. The handful of expeditions that have
managed to slip unnoticed into the forests have brought back tales of ley-lines blazing with power,
ancient terrors that stalk the trees, and dark birthing pools that spawn strange and twisted creatures.
The Jinn who call Iber home are broken roughly into two groups, the Danu and the Fir Bolg.
The Danu are the most amenable to outsiders and mix freely with both Picts and Uallach. The
Danu have strongholds of their own along the southern and eastern coastlines and while they
travel the interior, they do not settle there. The Danu are locked in constant low-level warfare with
The Fir Bolg another tribe of Jinn called the Fir Bolg.
The Lemurians, me included, The Fir Bolg were once a peaceful people who controlled the western coastline of Iber. The
deeply regret the damage and Cataclysm changed this as a tidal wave of raw Vril energy burned and warped the Fir Bolg’s malleable
destruction that the Fir Bolg forms. The Fir Bolg lost their ability to shift form that day and it drove them mad. Now the Fir
have wrought upon Iber. Several Bolg, trapped in all manner of warped forms, plot vengeance on Atlantis. Wielding magics taught
of my kin endeavor in secret to to them by the Lemurians in the murky mists of time, the Fir Bolg are attempting to turn Iber into
thwart the Fir Bolg by shifting a single massive Vril-channeling device, capable of scouring all life from Atlantis. The Fir Bolg’s
the Vril lines in and around the tampering with nature has turned the western forests into a very dark place indeed, with demonic
nation. Others of my kin believe entities corrupting once-sacred groves.
this to be too dangerous a course
of action and seek to instead halt
Fir Bolg aggression through overt
warfare and political blockades. Pictland
Alas, I fear we all shall all be too The island’s human inhabitants are the greatest source of danger for visitors outside of the
inadequate to our chosen tasks. Fir Bolg. The interior of Iber is dominated by the Picts, a race of barbaric nomads so ferocious
Caerwyn Ironjaw, and savage that the Jinn call them “wood demons”. A tall, strongly built people with light skin
and dark hair, the Picts are distinctive in appearance. They stain their skins blue with woad (a
natural pigment) and tattoo spiral designs on their bodies. They are utterly without mercy, fiercely
independent, and jealous of their land and their freedom.
Roaming the land in nomadic bands, the Picts are not particularly advanced in either technology
or social structure. They use stone, bone, antlers, tusks, and wood to make tools, utensils, and (most
often) weapons. Spirals and Ouroboros motifs are incised on most possessions, but this is the only
adornment found on Pictish implements.
Rank and position in Pictish society is entirely based on prowess in battle and on the hunt. The

24
GEOGRAPHICA
Warchief, the most skilled of the warriors, reigns supreme in each individual band. When Warchiefs
deal with one another, they revert to trials of strength to settle such disputes as may arise between Tara
them. Tharshesh’s colony at
The Picts fight among themselves more as a ritual than out of aggression, saving their warlike Tara is an affront to the Picts,
attentions for their neighbors. Non-Pictish settlements on Iber, especially Tara, are in constant who regard the site as holy
danger. The Picts worship bloody (and possibly demonic) gods that demand constant sacrifice; this ground, where their chieftains
are crowned and buried.
alone is enough to drive the Picts to attack and capture others.
The colony endures almost
The lands the Picts claim are some of the most dangerous on Iber, filled with giant bears the constant attacks, and dark
size of elephants, wolves the size of horses, and where even the most common bestial prey, the creatures from the forests
giant elk, has antlers over 6 meters wide. Snakes are common here, with some massive specimens carry off colonists on a regular
growing to lengths of 30 meters or more. Beyond the natural creatures there are a vast number of basis. Were it not for the
supernatural things dwelling beneath the black boughs. Though rarely seen, these creatures are cruel abundant mineral resources,
and capricious, often toying with humans for sport. Tharshesh would have
abandoned the site long ago.

Uallach The Aesir’s


(oo-WA-lok) Causeway
Uallach lies in the north of Iber, a remnant of pre-Pictish habitation of the island. The people This strange formation of
of this nation are most closely akin to the light-skinned, dark-haired Abor of Alba. The Uallach are hexagonal stones vanishes
beneath the sea along the
a loose confederation of tribes who share a common cultural heritage and morality. The tribes here
north coast of Iber. It is said that
follow a variant of the druidic religion of Havar and hold their own against the Picts by clever use
once upon a time the Danu had
of magic and bronze weapons purchased with gold extracted from the ore-laden rivers. The Uallach a colony in far-off Hyperborea.
are master animal trainers and use wolfhounds and kestrels when hunting. The Uallach use atlatls Some say that anyone sleeping
with bronze-tipped javelins to terrible effect against their foes. on the causeway’s smooth
The southern boundary of Uallach is marked by the Worm’s Wall. This raised earthen rampart stones will awaken in that lost
runs east to west and reaches a height of about 3 meters. The wall is one of the few safe passages colony. The mists that gather
through Iber’s interior, though the earth churns from time to time, throwing off a layer of topsoil. on these stones are infused
Legend says that one of Set’s limbs lays beneath the earth here, thrashing and trying to return to with potent and strange Vril.
its master. Whatever the truth, the wall seems to have some supernatural power as the serpents
common to Pictland do not travel north of it.

Names Names Names


Aboric, Arden, Avalon, Cymbri, Iber, Aboric, Pictland, Uallach Skara, Skye, Starr
and Havar Male Female Male Female
Male Female Airril Brianag Aed Affraic
Arawn Argona Artair Caitir Algune Bethac
Arthur Angharad Brandubh Ceana Arcill Cairistiona
Bedwyr Arianrhod Cailean Eithne Broccin Caitrina
Beli Blodeuwedd Carmag Grainne Cathal Dearbhail
Bran Branwen Drostan Malamhin Cennedig Deirdre
Cai Ceridwen Eachann Meadhbh Cuilen Eithne
Culhwch Elaine Finnean Muireall Domnall Ete
Dylan Enid Gabhran Oighrig Feradac Iosobal
Gahariet Gwenhwyfar Lachlainn Searlaid Lulach Mairghread
Llyr Igraine Muireach Sidheag Matne Muirgheal
Myrddin Luned Oisean Slainte Morgant Raghnailt
Nudd Lunete Osgar Sorcha Raudri Seonaid
Pryderi Morgaine Sionn Tearlag Sithech Sitheag
Urien Nimue Torradan Una Uilliam Tira
Yvain Rhiannon

25
ATLANTIS: The Second Age
Alba & Iberian Flora
Stag Horns
This diminutive plant is most easily found after the first snowfall, but grows throughout the year everywhere in the forests if one searches
carefully. Most frequently appreciated by herbivores such as deer or elk once other foods have long since vanished, these nonflowering plants
have a long prostrate creeping stem than can be up to 20 meters in length. At regular intervals, the stem branches into an erect green stalk
that looks similar to a deer’s or elk’s antler, hence the name. The plant has been used medicinally by several of the more primitive tribes to
make a tea that is effective against infections and various poisons from animal bites and stings. As a powder, the plant is readily ignitable,
creating a fast intense flash of light; it has been used as an assault weapon to blind and confuse targets before attacking.
Effect: Against infections and poisons, can be brewed as an alchemical potion, DoD -10, that cures up to 10 HP. As a flash bang, the
alchemical powder, DoD -12, blinds victims momentarily, causing confusion; all sight-based Perception rolls have a DoD-10 for 6
rounds, CON roll, DoD -10, to reduce duration entirely (Critical), by 5 rounds (Success), by 3 rounds (Partial), or not at all (Failure).

Jinnweed
Sometimes known as ‘Jinn’s Trumpets’ or ‘Deadly Spirits,’ these large leafy annuals erupt in white or yellow trumpet-like blooms
followed by large seedpods that rattle once dried. Found mostly in glens and open areas within and surrounding the forests, the plant
is deadly poisonous for most mortal beings. The Jinn, however, are known to use the plant to make an elixir that opens the mind to the
spiritual world, allowing them to communicate with deities and spirits. It is said the Jinn have ways of making a variety of this potion that
mortals may consume without fatality, but this may just be a rumour.
Effect: Against most humanoids, STR8 poison. Jinn elixir, DoD -25: Grants Sensory mode at level 15 + PER for 3 hours. Users enter
the dream-worlds to find their target and have the opportunity to talk with them. The user must make a WIL roll versus a DoD-8 or
else lose control and consciousness.

Beardtongue
These tube-shaped, two-lipped flowers cover the mountains and coastal cliffs with a blanket of purples and reds. While their roots are
often used by locals as both a painkiller and sedative, the aerial parts can be dangerous to unwary passers-by. The tubes of these plants
contain a pollen that can effectively knock out someone who runs through a field of the blooms. The tranquilizing effect lasts about an hour
after being inhaled. The danger is usually due to the plants’ habit of growing near cliffs and ledges among the rocks, making it more likely
the forward momentum of the victim will pitch him skyward. The local healers keep secret that they only approach the plants once the
blooms have finished for the season; as a result, the medicine they obtain from the plants is effective and valuable.
Effect: Beardroot tea reduces pain and causes unconsciousness; DoD +2 to resist. In nature, pollen causes stupor (-3 to all actions) for
half a day; DoD -2 to resist. Pollen can be concentrated as an alchemical powder, DoD -6, for use as a knock-out weapon; CON, DoD
+5, to resist; if unsuccessful the victim suffers -3 to all actions for 4 rounds.

Hart’s Bloom
The hart’s bloom is a small attractive perennial that blossoms from a long stem in early spring, followed by hand-like leaves and a small
red fruit in the summer. Most notably, the blossoms’ scent is irresistible to most animals, attracting them from near and far. This scent
affects Andamen of all types as well, and was once used by the older races to control the hybrids in past ages. The blossoms and fruit can be
used to make fermented cordials that will intoxicate any animal breed or hybrid, and can cause addiction, though the sensation is purely
psychological and will not produce any lasting side effects. Humans and other non-bestial entities smell nothing.
Effects: For all animals and Andamen, when brewed into an alchemical poison, DoD -6, functions as a strength 5 poison. As an
alchemical powder, DoD -7, and inhaled, the blossoms produce feelings of euphoria; penalty to WIL equal to 5-CON for one hour.

Thundering Tree
One of the largest trees found anywhere in the Known World, the Thundering Trees have accumulated so many legends that there are
primitive tribes who worship them as living gods. At first glance these trees appear as giant evergreens, but their needles are subtly different,
fanning out at the ends so they are wider than they are long. The fruit is also not a cone, but a four-chambered pod, about the size of a man’s
hand, containing two large seeds. The main difference between this and other trees is that any investigation of this tree can lead to possible
death—these trees attract Vril energy and discharge it as a physical explosion when anything sensitive to Vril touches any part of the tree.
This includes nearly all living things bigger than one of its own seedpods. Each pod contains a small amount of the Vril energy and can be
collected once they fall away from the tree.
Effects: Discharge is emitted as electricity and has a DR of 30. Each pod holds 2 Hero Points of power as stored vril.

26
GEOGRAPHICA

27
ATLANTIS: The Second Age
Alba And Iber

Location Adventure Seeds


1. The River King’s Throne of would-be treasure hunters have met their deaths falling from the
Hidden along the banks of the Sparflank River in the far west of fortresses’ rain-slick stones.
Iber lies the throne of the River King. This half-submerged throne
was built for a being of titanic stature and it is said that the one that 6. The Spineweft
sits in it can control every waterway in Iber. Between malicious river At the border between Haver and the Forest of Arden lies a sliver
spirits and the warring Jinn factions nobody has been able to get of land known as the Spineweft. The place is a wasteland of creeping
near the throne to test the legend. One old stone tablet uncovered by death whose power grows with each passing year. The Spineweft
Tharshi diggers in Tara claims that the throne is a gateway to some started life as a ritual gravesite called the Spine, a ravine where the
other world. people of Haver would deposit those that they felt were unworthy of
proper burial: criminals, taboo-breakers, monsters, and foreigners.
2. The Wise Men of Athery This site’s reputation grew darker with undead creatures held
In the dark woods of central Iber stands a grisly grove of ancient back by only by carefully maintained wards. The queen of Arden
oaks. Here the severed heads of a hundred dead magicians serve their finally grew annoyed by this dark place on her border and sent a
descendants after death. The heads, each sitting in its own nook, are mercenary army out to destroy the nearby Haver tribes to prevent
fed regularly with blood and dispense wisdom and prophecy to the them from using it. The Haver clashed with the mercenary army and
native tribesmen. The heads speak in one voice and are said to emit a the mercenaries were wiped out. The Haver threw the bodies into
terrible scream capable of shattering bone to protect themselves. The the ravine; a mistake, for this tipped the balance against the wards
wise men know many terrible secrets and sometimes whisper one to and the undead were able to break free. Now a powerful lich-lord
a good man in order to twist his mind. controls this undead force from the ravine-palace of Spineweft. It is
said that the undead toil to dig passages beneath the earth, allowing
3. Jachk’s Crossroads them to travel vast distances without the pain of the sun.
Old women of the native tribes of Iber tell tales of Jachk, the
prideful and arrogant man who spat in the face of the New Gods 7. The Dragon-arch
and was cursed for it. Jachk was once a good man, a warrior and Draigoch, as it is known to the inhabitants of southern Cymbri,
hunter, whose wife grew deathly ill. Jachk begged the New Gods for is a huge arch of crystal and stone, shot through with veins of red
help but none came and his wife died. Angry with the gods, Jachk and orange. The arch is said to have been created during the First
strode out into the fog-choked night and, finding the priests asleep, Age, but no one knows by whom. The locals use the end of the
slit their throats. The New Gods were angry and cursed Jachk as he arch that plummets into the sea as a mooring point for small fishing
walked home through the fog and dark. Jachk came to a crossroads, vessels. The stone base which stands upon the shore is pitted by age
a crossroads from which he’s never been able to find his way home. and the sea air. Cymbri youth are known to sometimes attempt to
To this day Jachk’s spirit waits at his crossroads on dark foggy nights, scale the arch, for it is said that it is possible to see great distances
slaying those with no belief in the New Gods in the hope that the from the peak.
ancient ones will one day forgive him for his slight.
8. The Glass Garden
4. The Living Valley A large untended garden sits nestled in eastern Havar. This
Iber fairly strains with living energy; Vril pools exist in every garden is comprised of a number of flowering plants such as roses,
hollow and living things are found in every nook and cranny. Small lilies, and thistle; however, all of the plants seem to be comprised of
wonder then that Iber is home to things that should not be able ornately carved crystal and glass. The thorns as well as the edges of
to draw breath, as well as objects and places that ordinarily lack the leaves and petals are all razor-sharp and seem to have a yearning
will or make any sense. The stories say that in the far north there taste for hot blood. It is possible to move through the Glass Garden
lies a place called “An Taraghai Mor”, a valley of surpassing beauty, if one is nimble or extremely careful and some of the blossoms and
bursting with life. The valley is said to be ruled over by druid who fruit picked from the garden have been sold for small fortunes.
welcomes all travelers. The druid is said to have animated trees and
living sculptures as servants. What the stories leave out is that the 9. The Stone Shore
druid is no druid at all, but a crazed Lemurian scientist, determined The northern coast of Star consists of a series of rocky cliffs and
to give life to that which has none; of course, to do so he needs the promontories, but nestled among these is said to be a grey beach
souls of the living. whose ‘sand’ is little more than gravel and shattered pieces of rusting
iron. A series of caves nests above the Stone Shore, but the local
5. Dun Calliach Starrans claim them to be the haunted tombs of monsters and do
A cliff-top fortress on the west cost of Alba, Dun Calliach is not willingly venture close.
sometimes called “the lost king” as it is carved from the cliff-face into
the shape of a kneeling giant. The fortress’ origins are unknown and
it lacks easily accessible entrances or windows. More than one group

28
GEOGRAPHICA

29
Anostos

30
Anostos
Anostos
(Uh-NOS-Tos)
Anostos is a poisonous, demon-haunted isle where even the air is toxic. The island is almost
impossible to spot from a distance, as a combination of active volcanoes and undersea fissures
conspire to boil the ocean around it, making it steam and fill the skies with heavy clouds of ash.
High cliffs and hull-shredding rocks keep all but the most suicidal crews from landing here.
Though covered with ice and snow across the northern peaks, the interior region of Anostos
is surprisingly temperate and even tropical in places. This is due in large part to the numerous hot
springs found throughout these parts and the massive amount of volcanic activity. The perpetual
ash cloud that shrouds the central region acts as a blanket keeping the heat in. The terrain of
Anostos is highly distinctive, ranging from ravaged wastes to tropical waters and thick woodland.
The Taquii Mountains form a natural barrier, separating the outer fells from the inner lands.

The Fomorians
The dominant species on Anostos are the Fomorians, a race of foul and depraved giants. Long a
threat to ships traversing the northern seas, the Fomorians have a well-earned reputation as pirates
and slavers of the worst sort.
The Fomorians live in walled villages of crudely worked bloodwood that cling to inlets of the
sea or perch high on coastal cliffs. Several thousand Fomorians are believed to live on the continent,
though they are by no means a unified force. Over a hundred different clans exist, each numbering
from 30 to 300 individuals. Squabbling amongst the clans is common, and often leads to violence.
The Fomorians maintain a rather grisly tradition of impaling their own dead on bloodwood
stakes along the coastline. The bodies are treated with bloodwood sap beforehand to preserve them
somewhat. Fomorian witches enchant some of these corpses, allowing them to see through their
dead eyes.
Life within a Fomorian village is brutal and monotonous. Females, children, and slaves perform
the labor. Those who are too old or feeble to work are either slain out of hand or banished to
the Fells. When not at sea, the adult males spend much of their time lolling about, arguing over
stolen booty, or drinking great quantities of the intoxicating beverage known as fomor. The more
aggressive males sometimes venture forth into the interior, either to hunt for food or to gather the
ingredients necessary for the making of their potent brews. If a clan has captured many slaves, its
chieftain may elect to dispatch a logging or mining expedition to the interior. Such expeditions
usually consist of at least twenty individuals (one Fomorian guard for every four slave laborers), and
may last as long as six months.
The primary occupation of Fomorian males is piracy. The ships used for this purpose are
appropriately massive in size (up to 60m long), and can hold twice as much cargo as an average large
merchant vessel. Most are centuries old, having been constructed from the long-since-depleted
coastal Bloodwood forests (now known as the Fells). Despite their ponderous bulk, the Fomorians’
vessels are surprisingly swift, and can easily outdistance most merchant ships. Each single-masted
ship is equipped with oars, a single heavy catapult, an iron prow (for ramming), and grappling poles.
Built to Fomorian specifications, these ships are impossible for non-giants to handle. Maximum
crew capacity is 60 Fomorians, or about three times as many human-sized individuals.
In battle, the Fomorians are both fierce and tenacious. They relentlessly pursue any but the
most insignificant-seeming craft. Fomorians waylay victims, whenever possible, so that they may
be taken alive. Able-bodied captives are kept as slaves; less-promising physical specimens are usually
tortured to death, boiled in a large cauldron and eaten; if they are lucky, in that order.

The Fells
Beyond the mist-enshrouded coastline, the land rises and falls in great convolutions of earth and
stone. Known as the Fells, this barren wasteland is home to so many volcanic fissures that the air
itself is mildly acidic. This acid, combined with generations of Fomorian logging, have long since
defoliated this once verdant area. A reddish cloud of dust, smoke, and fine sooty haze hangs over
the Fells that, while not directly harmful, limits visibility.

31
ATLANTIS: The Second Age
A large bronze face (10m in diameter) has been uncovered by erosion in this area. The face is
twisted in agony and is said to shift with the island’s many volcanic eruptions.
Though occasionally frequented by predatory animals, most of the fauna of Anostos tends to
avoid this barren stretch of land. Travel over land is slow and sometimes treacherous; rock slides,
dust storms, undermined areas, and deep ravines are fairly common features of this area. The Fells
ring the entire island and only by passing through them can the interior of Anostos be reached.

The shallow seabed around


Anostos bleeds metals. The Taquii Mountains
Expeditions there by my people
used to return with countless The Taquii Mountains are a volcanic range that enclose and separate the Blydwueld from the
riches until the Fomorians Fells. The range is highly volcanic with lightning strikes and lava flows being common.
realized what was happening The non-volcanic mountains bear massive scars from Fomorian mining operations where
and set traps for us. I lost a cousin the foul creatures tear iron and gemstones from the earth. The mountains are home to several
to one of their barbed nets. tribes of Nethermen. Most of these warlike bands are reputed to be hostile to humans, and even
Thalmia, Triton Sorceress the Fomorians prefer to give them a wide berth. As the Nethermen tribes generally restrict their
activities to the mountains, they are seldom encountered in the forests or along the coastal areas.

The Blydwueld
Beyond the Taquii Mountains one can find the Blydwueld, a primeval woodland broken by
sulfurous fissures and lava flows from the nearby mountains. The Blydwueld lacks traditional
animals and birds; the air is instead filled with the buzzing and chirping of a thousand different
types of insects. Dog-sized spiders and carriage-sized centipedes hunt through the undergrowth,
while piranha-like flying insects swarm through the skies. Many different species of rare herbs and
plants grow amidst the tangled underbrush.
A tribe of twisted beings call the Blydwueld home. These creatures call themselves the Uln (a
word that means “unclean” in the Atlantean language) and may have started as humans but their
forms are so twisted that it is hard to tell. The Uln worship the dark being Ba’al and have been
known to summon demons to do their bidding.
The tribesmen wield weapons and armor made from insect chitin, and use dark magic. The Uln
hunt Fomorians, slaying the giants and using their slaves as sacrifices to their dark god. The Uln
The Fomorians are excellent reside in treetop villages where they use a strange smoking weed to keep the insects at bay.
sailors and terrible in battle, so Through this woodland realm flows an unnamed river, whose hazy, black waters are said to
we discovered while rescuing my be the tears of the forgotten goddess. The steam that rise from the river where it encounters hot
inquisitive companion, Caerwyn, springs causes those who inhale it to become stricken with sorrow (CON roll or experience severe
who found herself captured depression for 2–24 hours). The giant Fomorians rarely venture into the Blydwueld, logging its
because curiosity got the better of edges for timber for a day or two before retreating into the mountains.
her. There were three Fomorians
The Blydwueld contain the ruins of a Golden Age Atlantean fortress built to house a garrison
in the camp the night we
meant to prevent the demons from escaping the Tower of Brass. The inhabitants vanished some
attacked and, of the four of us,
time before the Cataclysm and the fortress was never repopulated. The ruins still stand today but
Pogo and Kanga died with heavy
the alchemical cannons that ringed the fortress were removed by enterprising Fomorians centuries
axes in their chests. I managed
ago and are mounted on their warships. Some of these cannons are still functional to this day and
to drive my spear through one,
replace the catapults on the ships to which they are affixed.
pinning him to a tree. Caerwyn
In the north, the Blydwueld gives away to dense jungle so thick and poison-filled that not even
and myself escaped as the giant
the Uln would attempt to traverse it. Legends say that this region is home to a lost Lemurian colony
pulled himself free of the spear
or a portal to an underground realm blessed with a sub-terran sun. Both ideas are highly fanciful
and bounded after us. If not
and the truth is more likely to be that the area simply contains even more horrible monsters.
for the magics of our sorceress,
we would have all died in that
terrible forest. Bloodwood
Bloodwood trees are massive specimens originally created by the Lemurians after
Donobey of Nubia centuries of careful cross-breeding. Atlantean alchemists perfected the design and at one
time the trees themselves only grew on Atlantis. A Golden Age Atlantean outpost brought
samples of the trees with them and to the Atlantean’s surprise they flourished on Anostos.
The timber from bloodwood trees petrifies when properly cured, becoming hard as
stone while still retaining its flexibility and light weight. Atlanteans use the wood in warships
as well as their sarcophagi. Fomorian vessels are all made of this material, making them
both fast and very hard to damage. Sap from the bloodwood tree is a deep-red color,
giving the tree its name, and is known to be a good preservative.

32
GEOGRAPHICA
Vannonde Lake
In the center of the Blydwueld lies Vannonde Lake, a vast (100km across, 300km long),fetid
body of water which is home to unseen monsters. Ancient ruins predating Atlantis poke up from
the waters. These structures are alien in design and their otherworldly geometry warps the mind
and soul. The waters of the lake range from warm to boiling, continually heated from below by
volcanic vents.
A single massive tower of brass juts at an angle from the center of the lake, surrounded by
cyclopean ruins that form a horrifying island of sorts. The Uln call this place the “mouth of Ba’al”
and send sacrifices across the lake hoping to earn his gratitude. Terrible screams of agony constantly
issue forth from the tower as if a thousand souls were in perpetual anguish.

The Uln
Reportedly the Uln share
several characteristics reminiscent
of early Lemurian culture,
The Ziggurat of Madness
The Northern Blydwueld his home to a strange and alien power. A dark stone ziggurat such as their treetop dwellings
huddles in the steaming jungle depths; covered in obscene carvings of some lost age. No and the use of nature-based
mortal, animal, or plant has touched the pyramid in the last three ages. Just standing in its weaponry. Lemurian records
mind-blasting presence without going insane or being horribly mutated requires staggering do show that there was once
willpower and no little sorcerous protection. Nobody has ever been inside the ziggurat and a research station on Anostos,
lived to tell the tale. but the many centuries since
The ziggurats terrible power warps reality all over the entire Northern Blydwueld; rain have degraded those records. It
falls up, time passes oddly, and living things are hideously mutated. Expeditions rarely get is possible that the varieties of
far into the dense jungle and those that do report ancient monsters from bygone ages,
rare herbs and the diversity of
preserved corpses of humans in strange garb, and all manner of oddities. Legend says that
an old Atlantean expedition once took something from these lands, a marvel of engineering insects are indications that there
now lost, but said once to have graced the court of sunken Autochthea. A few scholars point was indeed an early research
to the Northern Blydwueld and wonder if it has any connection to the strange Island of Empi laboratory built there. What
in Godwanna. may have happened to it, or to
-Contributed by Andy Kitkowski the scientists and guards who
once dwelt there, is unknown.
Caerwyn Ironjaw, Lemurian

33
ATLANTIS: The Second Age
Anostos

Location Adventure Seeds


1. The Star Circle 3. The Bay of Sorrow
Deep in the Blydwueld sits an ancient stone circle, perhaps one of The river which feeds this bay originates in Vannonde Lake
the only active Vril collectors in this desolate place. The Uln frequent and though much of the bay remains frozen or choked with ice
this area by the light of the full moon to enact ancient rituals and throughout much of the year, there is always an active flow of
pledge their continuing loyalty to Ba’al. Ancient texts claim that the warmer water that comes from the interior. The bottom of the Bay
Star Circle allows for travel to other stone circles along Vril lines. of Sorrow is littered with stone cairns, crude mausoleums, and even
While such tales may be exaggerations, Uln have been known to scattered sarcophagi. Many of these interred dead seem to be from
appear as far away as Europa’s Dark Forest. different cultures and periods of history but none can explain why.

2. Isle of the Demons 4. The Fogs of Kyor Al-Hrad


This blasted and haunted island is scorned by most sane beings, Throughout this region of southern Anostos are numerous pools
though the scattered ruins across the spine of mountains that run of water that steam and bubble and roil. These pools are heated by
along it are testament that perhaps it was not always so. Now, demons some unknown and arcane means and when the steam that rises
and worse scour the rocky cliffs and mist-shrouded forests. The ruins from them meets the chill northern air, the skies for miles around are
are said to places of refuge, ancient fortresses whose inhabitants blanketed in fog filled with strange, fanciful constructions of fragile
vanished long ago. ice. These sculptures can predict a man’s death, but finding the one
that predicts a specific death is almost impossible.

34
GEOGRAPHICA

35
Antilla

36
Antilla Region
Antilla
(an-TEE-ya)
East of Atlantis, a sunken land rests beneath the waves. In ages past, a sprawling island rested
here, home first to the Anunnaki and their Saurian slaves, and later to the Atlanteans. During the Atlanteans who claim we are
last days of the Golden Age, however, the entire island was torn asunder by earthquakes and then grave robbing would do well
inundated by the surrounding sea. Now it forms a great plateau under the waves and its ruins pose a to remember that it was they
danger to sea vessels. Submerged to a depth of around six meters, much of the plateau and its ruins who destroyed the island in the
are easily accessible by divers. first place.
The ocean floor around the sunken island of Antilla is deep. The sides of the ‘island’ are little Thalmia, Triton Sorceress
more than precipitous cliffs, dropping three to five kilometers suddenly. These undersea walls hold
a variety of coral reefs, which in turn support a variety of aquatic life. Underwater swaths of kelp
and coral form forests and jungles; some grow to immense heights to reach above the surface of the
sea. A grove of such plants can create a convincing illusion of land to weary sailors. In fact, there
are places where individuals can stand or walk about on the twisted and tangled clumps of these
plants. Such false islands are treacherous, however, requiring great agility to avoid falling through
the gaps between them. These small “islands” are also known to suddenly give way if too much
weight is placed upon them, plunging everything they bear into the sea. Small island outcroppings
still rise above the surface of the sea in places, remnants of hills or mountains. Furthermore, there
are regions where ancient ruins thrust upwards through the surf.
Across this aquatic land, bands of Tritons make their homes. Impromptu nations of former
slaves, the Tritons primarily live across the Antilla plateau, but many of them make use of the
various locales above the waves for other purposes. Three great tribes of Tritons dwell in different
regions of Antilla. Along with pods of dolphins and bands of sea serpents, the Tritons patrol and
defend their lands vigorously. The Manatee Accord
Aquatic Andamen approached
the Lemurians in recent years
Ruins seeking their expertise in matters
of Vril energy and Vril collectors.
Once, Antilla was an important outpost colonized by Atlantis. Now, it is covered with ruins The Tritons offered access to
dating back to at least the Golden Age. The earthquakes and floods that drove Antilla beneath several aquatic and undersea
the waves also damaged most of the buildings. In the centuries since, the rubble-choked streets laboratories across Antilla in
and buildings became overgrown with kelp and coral. In the aftermath of the destruction, vats of exchange for the Lemurians’
toxic alchemical material, raw Vril expelled from damaged collectors, and other oddities washed assistance in restarting several
across the region both below the waves and above. While time has erased some evidence of the stone circles and minor pyramids
destruction, there are still many dangers in the sunken ruins. on the lost island. Though the
Despite the perils, Tritons, treasure hunters, greedy sailors, and daring scholars still search the Lemurians balked at the dangers
outskirts of the Antillan plateau for riches amidst the ruins. The three great Triton tribes normally of operating so close to what
require that explorers pay a fee to wander their lands, and even then they rarely allow them to the Atlanteans still see as their
venture far inward from the edge of the plateau. The interior is guarded by Tritons, jealous of the territory, the Tritons offered
homeland they have claimed and protective of their young. increasing leeway for Lemurian
Although little remains intact, expeditions continue to make discoveries, ranging from small concessions to trade routes,
trinkets of jewelry and minor enchanted items, to air-tight rooms which still hold books and military support, and the like.
artifacts of the past, and even the rare crystal matrix. As there is currently only one working Vril The first Lemurian outpost on
Pyramid still in the region, notes or knowledge that would allow the Tritons to repair the ruined Antilla is soon to be constructed.
stone circles or dormant pyramids are highly prized. What the Lemurians will be able
to accomplish there remains to
Sargasso Sea be seen.
Caerwyn Ironjaw, Lemurian
(SAR-gas-so)
A region filled with thick stands of kelp that reach from the sea floor to the surface. The vines
of kelp choke out the sunlight and pose a hazard to ships passing through the area. Amidst the
dark and shadowy sea, entangled in the kelp, it is possible to find skeletal remains of sea serpents,
moldering corpses of men lost at sea, and the shattered hulls of ships. Giant eels, sea serpents, and
huge, vile kraken prowl the lower depths, always hungry. Too, amidst the kelp, dwell the sinister
Makara.
The Makara are an ancient, aquatic branch of the Anunnaki. In ages past, these “sea devils”, as

37
ATLANTIS: The Second Age
they are sometimes known, are said to have been coastal dwellers but they gave over the souls of
their entire race and all their descendants to either Set or Ba’al in order to conquer the seas. As a
result, they became aquatic creatures. Found now around the world, they are especially numerous in
the Sargasso Sea. Historically, they are foes of any who sail upon the seas or dwell along the coasts.
As such, the Atlanteans and their Triton creations have been hated foes for many generations.
Several species of sharks, octopi, and squid have all been domesticated by the Makara and are
used as everything from beasts of burden, to trackers, to war steeds. It is said that the scent of blood
drives the Makara into a killing frenzy, much like the sharks they swim alongside.
At the center of the Sargasso Sea is a solitary, small island upon which rises an ancient stone
tower of Saurian design. The tower climbs high into the sky; it is for this reason that it is known to
Two things to watch for when exist. The waters around the tower’s base are surrounded by banks of fog and mist in addition to the
travelling this region: firstly the choking strands of kelp and patrols of Makara. Many Atlantean sailors claim to have been aboard
blue barnacles you find attached ships whose masters, equipped with spyglasses, have spied a glint of light in the tower’s heights. It is
to the kelp, because their crushed possible that the tower guards the fabled Eye of Set, a red jewel of prodigious size that went missing
shells make up a powerful healing from the Ophidian Empire in Gondwana in ages past.
tonic. Secondly, the Makara
“flesh hooks”, curved spears used
to drag down human and Triton
alike. The Makara are experts in C anyon of N eptune
using the hooks to penetrate flesh (NEP-toon)
from ambush. I still have the scars The southern end of Antilla is divided by a huge chasm that plunges deep underwater. The
on my stomach from this horrible currents here are cold, fast, and dangerous, and even the Tritons deem them treacherous. The
weapon. Tritons claim that the bleak depths of this undersea canyon are cursed, haunted by the uneasy
Thalmia, Triton Sorceress dreams of some Elder God that slumbers in the depths. Some Tritons claim that this Elder God is
trapped in the crushing black and have occasionally attempted to reach it somehow. Others claim
that the ancient thing chose this spot for its rest and that it should not be disturbed.

Neptus
(NEP-tus)
Inhabiting the southeast of Antilla is a great tribe of Tritons who call themselves the Neptus.
The Makara raid here infrequently and as a result, the Neptus have developed a community that is
more welcoming of outsiders. There are still some close ties between the Neptus and the Atlantean
Empire, with Neptus Tritons even serving aboard Atlantean ships. However, the Neptus are
seemingly superstitious, finding mirrors and other reflective surfaces to be hauntingly disturbing, a
fact that does not endear them to their occasional Atlantean masters.

Sahuga
(sa-HOO-gah)
The most religiously inclined of the Antillan Tritons are the shamanistic Sahuga that dominate
the western, sunken slopes. They are seen as a mysterious people, their religious and shamanistic
practices having developed in secret while they were Atlantean slaves. Many amongst their number
are capable of rudimentary shamanistic practices.
Faced with almost unceasing warfare against the Makara who plague the flooded depths off of
the Antillan western seas, the most powerful Sahugan shamans employ dolphins and crustaceans,
examples of their totemic spirits, in defense of their homes.

Sargo
(SAR-go)
The densely foliated seascape of Sargo lies adjacent to the Sargasso Sea in eastern Antilla. The
Sargo Tritons are renowned horticulturalists, farming and harvesting the kelp for all manner of uses
from baskets to nets. The Sargo have a very martial tradition based on transplanted and interpreted
Atlantean ideals of honor, bravery, and death in battle.

38
GEOGRAPHICA
The blasted ruins of the Atlantean city of Arintichlan (AHR-in-tick-lan) are in this region.
Where the city used to be there is now a twisted plain of sea-worn glass. Destroyed at the end of the
Atlantean Golden Age, there are still smaller ruins on the outskirts of the Arintichlan plain. Among
them is the sole functioning Vril pyramid in Antilla, a structure that the Sargons guard jealously.
Some Atlanteans speculate that the exotic Sargasso kelp is somehow altered by emanations from
the pyramid. At night, ethereal lights sometimes play through the waters surrounding the site of If you ever find yourself in
the pyramid, occasionally drawing in unwary sailors to a bloody end at the hands of the territorial the region, try a dish called
Sargo. Salmagondis. It was sold to us
Antilla Names as we made our way along an
Atlantean trade route through the
Use the Atlantean naming convention.
area. Many tritons sell items along
the way and on one dreary day,
Antillan Flora we encountered a hunchbacked
triton named Fernal. I know for
a fact there was fish in it, but
Red Masses beyond that I’m not entirely
Red masses are mats of straw-like algae that usually never get over a few meters in diameter, sure. It was spicy beyond belief
but occasionally will collect together and create giant clouds of the plant that can cover the whole and made you sweat as if you
of Antilla. This is a very dangerous plant for the Tritons because it makes the surrounding sea held the sun in your mouth, but
unbreathable for living underwater creatures. The dead then float up into the red mass, creating a by Shango it was incredible! The
rich, corpse-filled environment to help it grow even larger. Flocks of birds herald the arrival of these old Triton made the dish aboard
plants as they perch above and feed from the free meals just below the surface. The best way to deal our vessel with whatever was
with these masses is to flee the area and provide nothing for the plants to eat for a season. available, along with a few fish
Effect: A sea creature using gills can normally “hold its breath” for up to one minute plus 1 he brought with him and a small
round for each point of CON, or minus 1 round for each negative point of CON. When the bag of spice he kept guarded
character succumbs and starts to drown, he takes 2 DR per round. around his neck. I hate sea travel
but I would gladly make the trip
Sea Roses for more of that stew.
Donobey of Nubia
These amazing flowers are a remnant of Atlantean breeding and a testament to their skills. These
violet flowers grow from a garden 30 meters underwater and survive the salty depths as if born of
the sea. The thorns and stems of these plants are as strong as iron and are capable of piercing thick
leather hides. Those Tritons brave enough to swim through a veritable forest of thorns use the roses
to express their truest feelings for one another, and refuse to trade with those above for any price.
Effect: None. Used as treasure only. Thorns are DR 4 and armor-piercing.

Tubal Ivy
Tubal Ivy is a form of bladder seaweed that has long stretches of green tubing broken up by
intervals of branching flattened air sacs. The single tube is often salvaged and used by the Tritons
and sailors that reside in these parts. Air-dried, the tubes harden into whatever shape they have
been molded to after they are pulled from the water and so become waterproof and durable, unable
to be reconstituted into their former state by any means. They are often used for construction and
repairs, as straws or conduits for various fluids, and as protective sleeves for medicines, documents,
and secrets. One tribe of Tritons uses the tubes to make blowguns and poison arrow shafts. While
wet the plant is a delicacy but it hardens quickly into inedible wood; thus, it has also been used as Outsiders tend to forget that the
a timer of sorts, to know when a food is past its prime or the deadline has arrived on some secretive Sargo are farmers and craftsmen
dealing. first and warriors second. Most
Effect: Food or tool use. When formed into a stave or club, DR 4. Tritons grow up in the ruins of a
civilization ripped apart by lust
for power and war. We cannot
Gorshen
but learn the value of peace.
What little exposed land exists in this region is from where flotsam and jetsam collected at Thalmia, Triton Sorceress
hilltops or the tips of building spires to create new swampy islands of debris. Gorshen, a gold-
colored vine, wraps itself around many of floating islands to

39
ATLANTIS: The Second Age

40
GEOGRAPHICA
Antilla

Location Adventure Seeds


1. The Sargasso Pirates 3. The Vault of ArcKombe
A small flotilla of ships makes up the nation of the Sargasso Before Antilla’s destruction the nation’s aquatic armory was
pirates. While many of the ships are little more than barges that stored in a massive vault hidden just off the coast. The exact location
sail within sight of each other on a circuit above Antilla, there are of the vault wasn’t marked on any map and Triton explorers have
other vessels which bravely range out into the open sea to raid the never been able to locate it. In recent months an undersea vessel of
occasional merchant ship off the coast of Atlantis or pillage the coasts unknown design has attacked ships passing close to Antilla. Some
of Eria. They do not take so much as to invite reprisal from Atlantis’ believe that this vessel comes from the lost vault.
navy, but they are an annual bane to small shipping concerns.

2. The Last Golden House


Rising above the waves at one end of a huge forest of kelp are
a series of bronze covered walls. Wooden docks have been hung
over these to provide safe mooring, and above them rises a fortified
structure that looks more like an Atlantean noble’s manor than
anything else. Within this structure exists a small society that serves
as a gambling hall, brothel, and haven against the strictures of
Atlantean law.

41
Atlantis

42
Atlantis History
Physically, the islands of Atlantis stretch across part of the northern hemisphere, resulting in
disparate climates from one end of the great island-continent to the other. Mountains, plains, and
woodlands are spread across her, with the cold island-kingdom of Mestea in the north and the
almost tropical island-kingdoms of Azae and Diaprepea in the south. Winding across the continent,
father to the smaller islands off of Atlantis’s coasts, is a mountainous divide.
The greatest of these peaks is Mount Atlas, which towers over the kingdom of Olokunia.
Stretching out to the southwest from the foothills of the mountain chain is the Plain of Obatala
(Oh-bah-TAH-lah) — a fertile, rolling tableland that once served as the source of a great deal of
Atlantean farming. These plains are outlined in parts by large, cut-stone irrigation canals. Some of
these are still lined with copper, but many of them have fallen into disrepair, some choked by weeds,
others dry and nearly filled with dirt, others hidden as channels beneath swift rivers.
There are several large forestlands across Atlantis, though each is distinct with differing local
vegetation. The jungles of Eseasar stretch across the southern kingdom of Amphisea, while thick
stands of deciduous trees cover the hills of Eudea, and the dark evergreen forests of Kalpataru
blanket parts of northern Elassippea.
Atlanteans divide their culture’s history into four distinct periods: the Age of Iron when they
still dwelled in Gondwana and began to forge an empire; the Golden Age when they settled the
islands of Atlantis and their Empire rose to prominence in the world; the Dark Age following the
Great Cataclysm when their colonies were lost, their cities in ruin, and then rebuilding their Empire
from the ashes; and finally, the Modern Age.

The Iron Age


The years of Atlantean growth in Gondwana are largely lost to history. Many of the earliest
histories have been lost to time, passed down instead as legends and lore. Sometimes, this age is
known to Atlantean historians as the Age of Serpents in recognition of their ancestors’ continued
battles with the serpentine races of the Anunnaki. The Atlanteans were some of the first on
Gondwana to produce iron in great quantities, and the use of iron weapons and armor made their
troops the terror of the battlefield.
The Age of Iron came to a close as the Atlantean alchemists discovered the secrets of how
to forge orichalcum. In time, this shining metal came to replace both bronze and iron in the
belongings and gear of Atlantean heroes, particularly those who sailed from Gondwana’s shores to
explore the distant world. Past the Hesperian islands, the early Atlantean explorers found the islands
of Atlantis. Colonies were established, and eventually, the First Kingdoms arose on the island.
Ruled by Atlanteans, many humans came with the ships from Gondwana and made up a second
class of slaves, servants, and freed men in the Atlantean kingdoms.

The Golden Age


The Golden Age of Atlantis, sometimes known as the First Age, in deference to the First Kingdoms,
was a time of Atlantean glory, expansion, and domination. Unfortunately, the descendents of the
First Kings of Atlantis grew to believe that their great power meant that they could twist and mold
nature in any way they wished, without thought of fear or consequences. Their increasing power
and majesty also bred many vices, including a lust for greater and greater power. From time to time,
they fell to fighting amongst themselves as one scheme or another came to light.
In their efforts to prove the nearly endless reaches of their power, Atlantean sorcerers and
alchemists transformed and bred animals into new and terrible forms. When war came to the
shores of Atlantis, the savant-adepts created armies, first of the foul Nethermen and later the
bestial Andamen, to fight the serpentine Anunnaki. Even during times of peace, the Atlanteans
treated others living on their shores as little more than chattel-slaves. Worse still, the savant-
adepts frequently ordered many non-Atlanteans to become the subjects of their various vile and
blasphemous experiments, twisting them, still living, into new and horrendous forms.
The worst of these horrors preceded the time of the Great Cataclysm. Though the cause of the
Great Cataclysm remains largely unknown to the inhabitants of the Modern Age, some claim that
Olokun, angered at the degeneracy of his mortal charges, caused the seas to rise up and drown the
land. Others claim that the Atlanteans brought about their own destruction through the misuse of

43
ATLANTIS: The Second Age
magical forces beyond the ability of mortals to control.
Perhaps it is most accurate to place the blame for the Great Cataclysm lies with the savant-adepts
working for Prince Quetzlan of Elassippea. Ordered to create a weapon of power, the savant-adepts
attempted to focus the entire power of Elassippea’s Vril-collectors into a single devastating weapon.
Prince Quetzlan turned the weapon upon what he deemed a rebellious and recalcitrant city in
Antilla whose Prince had slighted him at a banquet the previous year. However, when the weapon
was turned upon the city of Arintichlan, the entire island sank beneath the waves, shattered by an
While the Atlanteans remember earthquake and inundated by the sea. The earthquakes were echoed amongst the Vril-collectors that
this time with horror, we Tritons powered the weapon, sending surges of power along the ley-lines.
see things just a little differently. The other Atlantean rulers were shocked, afraid, and jealous. They demanded that the Kingdom
For us, the fall of Atlantis of Elassippea turn over the knowledge and the weapon, but Prince Quetzlan worried that he might
heralded the age of freedom. become the target of a similar attack. After ordering his cadre of savant-adepts slain, it is said he
Prince Quetzlan was our savior. turned the weapon upon the Atlantean armies massing in Autochthea. The result, some historians
Thalmia, Triton Sorceress claim, was the Cataclysm. Again, earthquakes and floods shattered the lands of Atlantis, and
Autochthea sank beneath the waves just as Antilla had done before. The capital city of Attalus was
destroyed in an instant, her walls tumbled, the sea flooding the streets. The echoing of Vril energy
back along the ley-lines also caused massive earthquakes in Diaprepea, though that land was spared
the devastating flooding of the sea. The raw Vril rippled outwards, and in moments the magics that
had sustained the Empire’s military might were destroyed as crystal matrices overloaded and began
to explode. With the destruction of Attalus as well as the ruling nobility of many of the Empire’s
kingdoms, the Empire itself was no more.
Whatever the cause may have been, the suddenly unpredictable nature of the Vril network in
the cities of Atlantis, and ultimately around the globe, were an almost insurmountable disaster
as great as the sinking of both Antilla and Autochthea. All over the Empire, from its cities to its
colonies, servants and slaves took advantage of the chaos, rose up, and slaughtered their masters.
Blood literally ran in the streets, and across colonies many symbols of Atlantean power were pulled
down and destroyed. Armies of Nethermen, tribes of Andamen, as well as scores of twisted creatures
of Atlantean creation fled their powerless overseers and walked away from civilization.

The Dark Age


The period following the collapse of the Atlantean Empire and the Great Cataclysm was one of
chaos across the Atlantean world. Known to some scholars as the Age of Sorrow, it was during this
time that many of the survivors fell to warring among themselves, struggling to survive with the
barest scraps of what had once been so readily available.
The knowledge and culture of the First Golden Age of Atlantis were spurned, and in some
places forgotten, as what had once been subject populations turned back to their native customs.
Atlantean colonies struggled to remake themselves in the absence of power. In time, larger tribes
began to settle again along coastal regions long thought haunted by the specters of past Atlantean
I heard that the Amazon Queen
conquests. Client-states which once paid tribute to the great Empire suffered from the collapse of
reached forth what she called the
trade and the rise of lawlessness. For many, after a time, the Atlantean Empire became a nightmarish
hand of friendship to the Tritons
memory that only lived on in the tales of their storytellers and elders. But the marks of Atlantis
living near Hesperia, hoping
remained on many cultures which evolved into modern day powers. From Khemit to Hellas, from
they would fight for her. She lost
Tamoanchan’s coasts to Europa’s seas, the legacies of the Atlantean Golden Age lived on, half-
a dozen ships and twice as many
remembered, filtering into architecture, culture, and language.
diplomats before she got the
message. Into the vacuum of power left behind by the Cataclysm, the Amazons of Hesperia soon rose
to superiority in northern Gondwana. Retaining more fragments of magical knowledge than other
Thalmia, Triton Sorceress
nations in the region, the sorcerous prowess and fierce militaristic spirit drove the Hesperians to
expand. Within the span of a few decades, the Hesperians conquered and colonized much of the
northwest of Gondwana. Khemit and Ophir resisted the Amazons, bringing their expansion to a
standstill. The Hesperians turned their eyes towards Atlantis.
Their own histories contained stories of how a Hesperian queen of old had once aided a colony
of Atlanteans. Furthermore, there had been centuries of trade during the Atlantean Golden Age.
The lack of Atlantean warships in the seas combined with the history of recent successful campaigns
led the Amazonian military to turn its eyes towards Atlantis. The once-mighty Atlanteans, still
struggling to rebuild their shattered kingdoms, proved no match for the Amazons. Coming up
from the south, Amazon forces advanced, repulsing the now-weaker Atlantean army at every turn,
coming almost to the walls of the new capital, Atlantis, in Olokunia.

44
GEOGRAPHICA
However, just when it seemed that victory would go to the Amazons, the Hesperian Empire was
weakening from within. Internal squabbles with the Gorgons, a sect of snake-worshipping cultists,
and a declining ability to maintain order in their Gondwanan colonies stretched and drained
Hesperia’s resources. The Atlantean Campaign had over-extended the reach of the Amazons.
Sensing weakness, Ophir and Khemit launched strikes against the Hesperia’s easternmost colonies.
As a result, a civil war erupted within the Hesperian Empire and, for a time, all of her troops were
recalled to quell the rebellion. As the war raged on, Hesperia lost control of many of its conquered
lands and ports, trade collapsed, and Hesperia’s own golden age came to an end. Though it was
brief, less than a century, the Hesperians had managed to bring a portion of the world back into
contact, forcing many of them to relearn the arts of diplomacy, warfare, and at times, magic. After
its own internal war with the Gorgons, the rulers of Hesperia turned their focus as much inward as
they did outward. While Hesperia kept several of its Gondwanan colonies, it lost everything it had
held in Atlantis as well as a large part of northern Gondwana and ports near to Europa.

The Modern Age


The fall of the Hesperian Empire signaled a second era of Atlantean growth. Known as the
Modern Age to Atlantean scholars, many Atlantean emissaries call it the Second Age, hinting (and
hoping) that a new Golden Age is dawning. The invasion of their island home by the Amazon
armies caused many of the Kingdoms to set aside differences which had grown during the Dark
Ages, banding them together and rousing the Kingdoms from their post-Cataclysm torpor. The
past centuries have seen the fleets of the Kingdoms sailing out on the open seas once more, striking
deals and alliances, opening trade and imposing Atlantean power and rule with the rest of the
world. Unlike Atlantis’s Golden Age, however, there are now new powers in the world to rival her
greatness: Hesperia, Ophir, Tharshesh, Khemit, Sheba, and Khitai have all established themselves
as imperial forces and major powers.
Ruins of the Golden Age left by Atlantean colonists are said to exist in many wilderness regions Fear of the Iron Mask
throughout the world. Some have been found to hold wondrous treasures and artifacts; others have It is indeed true that many in
yielded nothing, their contents long since ransacked by thieves and adventurers. foreign lands feel strongly about
Of the abominations created by past Atlantean savant-adepts, few such creatures are believed to the Atlanteans and their empire.
still exist. However, the same cannot be said for the Nethermen and Andamen races, many of whom The most recent empire to spread
survived the Great Cataclysm and the Dark Ages that followed. Though less numerous than other its influence across much of the
races, tribes and villages of both are still found throughout the world. globe, and the attendant wars
Even in the lands now lost to them, the marks of Atlantean culture still peek through the that accompanied it, affected
histories and civilizations of modern day powers. Less noticeable, perhaps, is a more subtle legacy many of the indigenous peoples
of superstition and fear. Many savage tribes dwelled in lands conquered by the Atlanteans. In around the world. Those same
such places, the Atlanteans were seen as devils, wearing hideous masks of iron, bronze, gold, and people now greet the Atlanteans,
orichalcum, speaking in incomprehensible tongues, slaying all who opposed them. Stories of these or indeed any who seem to
powerful invaders, twisted over the course of countless retellings and centuries of fading memories, bear imperial designs, with fear
have themselves becomes part of the folklore and mythology of many lands who view the distant and loathing or with hope and
horizon of the sea with trepidation and strangers with fear. admiration, depending on how
their ancestors were themselves
treated.

Atlantis Caerwyn Ironjaw, Lemurian


Scholar

World View
Atlanteans today see the world through their own storied history. The glories of the past are
all around them and evidence of their empire stretches across the horizons. Even after the Great
Cataclysm, evidence of tribute from the four corners of the Earth were still visible around them.
Boats straining under the weight of gold and iron, slaves and jewels, fabulous beasts and fierce
monstrosities, and rare plants and herbs all reached Atlantean ports. Little was forbidden to the
Atlanteans, and their desires and whims were sated by servant nations, armies of slaves, and chests
of gold. Each Atlantean was treated with respect and adoration or fear and terror, but they were
obeyed.
They still are.
Atlanteans tend to view other races and nations as subservient to their own needs and desires.
Rarely are things asked; terms are instead couched as demands. Some see the Atlanteans as arrogant

45
ATLANTIS: The Second Age
in this age, when so much has been lost. But the Atlanteans view the Cataclysm as a setback and
are ready to stride the world from horizon to horizon once more. Atlanteans raised far from their
island homes tend to be more pragmatic, working with those around them rather than simply
demanding that their will be done. Nonetheless, Atlanteans are born with an innate sense of their
own superiority and cannot help but indulge it.

Atlanteans in the
World The Root Races
There are, of course, The Atlanteans see themselves as the culmination of centuries of trial and error by the world and
Atlanteans who do not live its gods. The other races, they believe, are failed dreams of what the Atlanteans are; pale shadows,
within the bounds of the anemic reflections, and childish shapings of the great stature the Atlanteans would exhibit. The
Empire, surrounded by
Jinn are viewed with curiosity and respect, but their capricious nature is seen as their undoing. The
the races that their peers
so despise. The Satrap of Jinn never managed to unite to build an empire, at least not in recent memory. The Ophidian races
Olokunia has said that such are loathed for their crudeness. Though they built empires, they did not rule beyond the fist and
scions are welcome at home, club. The Lemurians are respected as mere intelligent beasts that are able to plan beyond rutting
but many of these individuals and hunger, but are looked down upon for their animalistic form. The Andamen and Nethermen
are more than happy where are seen as pets no longer wanted and thus no longer loved. And finally, the recent humans are seen
they are. The Satrap of Azae as a degeneration of what the Atlanteans truly are. They are considered as little more than a failing
has derided these scions as scion of the Atlantean race.
the “petty little emperors of a
thousand far-flung nations,” a
sentiment shared by many of
the Empire’s traditionalists. Foreigners In Atlantis
Living in the largest city of the world, no matter how cosmopolitan, most Olokunians are
unwilling to consider that other cultures might be, in any way, superior to their own. Prejudice
against the other races is exceptionally common. Many Atlanteans consider foreigners to be little
more than savages who should be grateful that they were not simply killed and who should be
pleased with their rightful lot of servitude. When faced with powerful, eloquent, and wealthy
members of other races, few Atlanteans feel any kinship with them, but most will at least grudgingly
admit to a modicum of respect and occasionally envy the physical prowess others possess. Non-
Atlanteans who have grown up in the Empire are afforded a bit more respect and tolerated just a bit
more, as long as they are loyal in their service to the state and its masters.
Ambassadors and other important dignitaries are treated extremely well by everyone of
importance, but comments, jokes, rumors, and insults commonly follow them in private. Amongst
the non-noble Olokunians, reactions to outsiders such as Andamen and Lemurians are a mixture
of curiosity, distrust, and bigotry. The only non-Atlanteans who are sheltered in any way from such
prejudices are the Tritons.
Ambassadorial
Atlantean sailors consider all Tritons to be good-luck charms and are willing to share drinks
Duties
Of course, there are things
with them, as well as rough up anyone who speaks ill of, insults, or harms a Triton in their presence.
that even Ambassadors in the This closeness has given rise to a tradition of dockside bars in Atlantis known locally as “wet and
most cosmopolitan city in the drys” owing to their accommodation of both human sailors and Tritons. Built right up against the
world can not easily get access docks, some as far as a block from the harbor, and situated above tunnels or narrow canals that
to nor publicly do. Always end in small, narrow pools inside the taverns, these establishments are one of the places where it is
capable of finding a niche, possible to find members of several races, even several nations, all joined in conviviality. Still, it is
human merchants and rogues, worth noting that many True Atlanteans consider the Tritons to be little more than intelligent lap-
and those with professions dogs, well-trained aquatic animals who serve an important function to the Empire.
less easy to pin down, have
Olokunians make little distinction between foreign races and foreign cultures. A human from
slipped into society to take care
of such needs. One day, they Khemit, a Jinn from Ys, or an Nemean from Hyperborea: they are all odd-looking foreigners with
may be finding a new source of strange, exotic, and barbaric customs. During the Golden Age, Atlantean scholars, explorers, and
narcotics; the next, they might priests carried civilization to what they saw as the far reaches of the globe. After the Great Cataclysm,
be tasked with finding a very Atlantean refugees left behind in these lands were eventually absorbed by the native populations.
specific slave in the employ of Thus, many people have borrowed Atlantean myths and legends, customs and mannerisms. Perhaps
an Atlantean noble. unsurprisingly, modern Atlanteans consider such cases as lesser and highly derivative versions of
their own past glories and are often subtly, sometimes openly, patronizing to such people. Those
people from regions that were never conquered nor colonized by the Atlanteans are often considered
to be little more than savages who lack all traces of proper civilization. Many Olokunians are
knowledgeable about the history of their land and regularly talk as if the Golden Age never truly
ended. Foreigners must learn to ignore the subtle common prejudices; those who do not frequently
gain a reputation for being uncivilized or at least ungrateful for the all the wonders that Atlantis has
bestowed upon the world.

46
GEOGRAPHICA
Not all Olokunians, nor even all Atlanteans, are necessarily so closed-minded. There are many
who are deeply interested in foreign cultures and all that they offer: foreign dress, religions, exotic
foods. From rebellious youths to erudite scholars, there are always a few Atlanteans who have a deep
respect for foreign customs, but even they put such mores second to those of their home.

Sea Trade And Travel


While it once boasted a vast fleet and is now much reduced in these latter days, Atlantis remains I once had my head patted when
the preeminent ocean-going power. Atlanteans still speak of their nation ruling the oceans, but even visiting Olokunia…I’m now
at their height, their control was not absolute. The numerous lands whose waters border those of barred from entering the city
the Atlantean Empire – Europa, Gondwana, Anostos, Eria, and Tamoanchan – all existed under again. The Olokunian Tritons are
Atlantean influence of some degree. The further shores of Jambu, Mu, and Lemuria are almost a very tolerant lot. My people
legendary places, stories of which are filled with as many genuinely told lies and exaggerations as provide the Atlantean navy with
they are solid truths. an edge that no other group
outside of the Makara can match.
Nevertheless, Atlantis remains an important sea-power, even if her great fleets and ports are
much diminished. Atlantean crystal matrices still fuel some vessels and Atlantean technology Thalmia, Triton Sorceress
and knowledge serve her other ships nearly as well. During the Great Cataclysm, over half of the
Atlantean ports were destroyed and much of her fleets sunk or lost at sea, but Atlantean sailors
maintain the traditions of their past proudly and are still some of the greatest sailors in the world.
Their ships carry goods around the globe. Shrewd Atlantean traders sell complex clockwork toys,
printed books, and other wonders in exchange for cloth, medicinal herbs, exotic pets, unique
foodstuffs, and other foreign goods to adorn the tables and homes of all Atlanteans, rich and poor
alike. While great fortunes are occasionally made and sometimes lost in the buying and selling of
goods such as furs, gemstones, gold, silver, and spices, the vast bulk of the Empire’s vessels carries
far more mundane goods such as ingots of bronze or iron, timber, grain, and pottery.

The Economics Of Trade


While expensive commodities like spices are often the province of individual ship captains
making deals with wealthy merchants and nobles in Europa, Gondwana, and Tamoanchan, the
bulk trade of timber, foodstuffs, ores, furs, and other common commodities that make up the Law of the Sea
majority of shipped goods involve government-controlled monopolies granted to individual Whether from Atlantean
shipping companies. Many of these deals go back centuries, traditions held by various noble houses navies, fishermen from far
and families. As a reward for services performed or in return for bribes that would beggar some Jambu, merchant-seamen
nations, the Empire occasionally gives out the exclusive right to trade in a single commodity coming from Tamaochan, or Antillan
pirates, there is one constant
from a single nation.
amongst those who spend
Enforcement of such traditions is largely more a matter of societal pressure than government their lives upon the waves of
intervention. Too, companies that fail to deliver the expected amounts of these goods for the hungry the Atlantean world – leave
markets of Atlantis can find their monopolies revoked or handed off to rivals. Similar to trade no man to face the open sea
monopolies, the government regulates the number of active ship matrices sailing from its ports. alone.
The matrices are all under governmental control; Olokunian marines can frequently be seen in the Some say it is simply
various harbors of the city of Atlantis, inspecting ships to ensure that they are being maintained. mercy against the endless
Tavern tales even claim that the Olokunian marines have ventured as far as eastern Gondwana to waves and ship-shattering
storms. Others relate stories
retrieve a missing ship and its Vril matrix.
of the Makara, of devil-sharks,
There are a few dozen independent ship captains who have earned the right to use a ship matrix of sea serpents; the pious
either in their own ship or in one leased from the crown. Such individuals are often at odds with claim that it is the will of the
the larger merchant families who own the vast majority of such ships. The independent captains gods of sea and storm, of life
often resent the power and wealth of the large trading fleets, while the merchant-princes consider and death upon the waves.
the independent captains to be dangerously reckless swashbucklers and pirates. Tensions between Whatever the reason, it
the two groups often reach a peak before the yearly Festival of Olokun on Sea Day, when the Lord is custom among those who
of All Seas reviews the Great Roster and assigns ships and matrices. Grants to the various ships and sail the waves to rescue those
stranded upon the sea, even
their linked matrices are given to those who have performed some exemplary service to the Sea Lord
in times of war.
and the Empire. In the case of such heroes, grants are made for life unless the matrix is captured or
destroyed. Half of the existing roster is always reserved for the Atlantean navy, and what remains
after heroes and the military have been rewarded is divided amongst the merchant families.
Merchant companies that are selected must still pay for the use of the Empire’s technology and
largess. Some captains who work for the merchant families are offended that there are adventurers
who need not pay for their ships who receive their grants for life. Though it has rarely been proven,

47
ATLANTIS: The Second Age
there have been cases before the Atlantean courts accusing merchant captains of hiring mercenaries
and pirates to seize ship-matrices in foreign ports and returning them to Olokunia to increase the
listings on the Great Roster.

Politics And Government


The Atlanteans reserve the The Empire of Atlantis is controlled from Olokunia. It is here that the Lord of All Seas, advised
title Merchant Prince for those and assisted by a Royal Council, governs. The Royal Council consists of Satraps from all of the
who can afford to control Atlantean kingdoms. Each of these Satraps is appointed by the ruler of their respective kingdom,
monopolies. There are several of under the direction and authority of the Lord of All Seas. While they serve their individual kingdoms
these men and woman in each in Olokunia, they are also in turn courted by various merchant houses, mercenary captains, seers,
kingdom and the power they sages, and priests in an attempt to sway their opinion or earn their good favor. While the Lord of
wield is almost unimaginable. All Seas has vast power, if two-thirds of his council goes against his wishes, they can overrule his
They also have the nicest toys, if edicts and decisions. If the Royal Council unites, together they can unanimously depose any of
you are feeling a little larcenous. the Atlantean monarchs, including the Lord of All Seas. Historically, this has only occurred once
One of them, Prince Naha with the execution of Toltan II, known as Toltan the Mad. The first Lord of All Seas after the
Sabor of Amphisea, is a known Hesperian War, Toltan II gradually went mad, becoming increasingly harsh in his interpretations
supporter of the Arcanum. of law and tradition. After decades of executions and imprisonments, widespread corruption, and
Thalmia, Triton Sorceress royal excess, the Council unanimously voted to remove Toltan from power by any means necessary.
His subsequent assassination was eventually widely celebrated and remains a dark bit of political
history debated still by scholars and priests.
The Lord of All Seas personally appoints the Satrap of Olokunia, and can traditionally depose
a single Satrap per year without question. A further change to the Royal Council requires at least
some evidence that the Satraps are deliberately betraying Atlantis or working against the Empire’s
interests. Armed with such evidence, the Sea Lord can dismiss the Satraps and demand a new
council be formed.
Rulership of the Empire, and therefore also of Olokunia, passes through the female line. The
Lord of All Seas chooses his or her successor from among their children if female, or the children
of their sisters if male. Tradition holds that the child should be at least thirteen years of age so that
their true character can be known. Once the heir has been chosen, he or she is brought before the
Royal Council for approval. If the Lord of All Seas dies before selecting a successor, the existing
Royal Council selects the new heir. If the heir is not yet an adult, the Royal Council rules both
Olokunia and the Empire as joint regents until the heir reaches maturity.

The Politics of Trade


With fortunes and lives hinging Daily Life In Atlantis
on getting goods to market in
a timely manner, the yearly Life in the city of Atlantis can vary greatly depending on one’s wealth and status. Land near the
lottery for Vril matrix-equipped city is extensively used for farmland and vineyards. Manor houses dot the nearby hills and slaves
ships, as well as the more work in relative security. Further from the capital, however, the land is untamed and overgrown.
mundane threats of storms, Herdsmen and foresters, hunters and bandits are more common in these areas. The ley-line roads
sea monsters, and foreign ensure some measure of protection from the elements, but not from outlaws and opportunistic
politics, the machinations and bandits. Within the city, a similar dichotomy exists splitting along lines of race and class. Atlanteans
maneuverings of the Atlantean and wealthy foreigners are largely immune to hardships, while the lower classes, slaves, and the
merchant-princes are as cut- destitute find daily life to sometimes be a struggle even in the world’s largest city. There are few
throat and complicated as any gardens, and so all food must be imported either from the farms outside the city or from distant
others in the world. nations. Thus, many of the lower classes spend a sizable portion of their earnings on food and drink,
and food shortages can devastate the poor.
Sometimes it is a wonder to me
that they were able to supplant
us so thoroughly.
Caerwyn Ironjaw, Lemurian Wilderness Areas
Scholar As in other Atlantean kingdoms, the wilderness areas beyond the city of Atlantis in Olokunia
are largely untamed. An area around each city, particularly cities with an active VVril pyramid
and stone circles, is tamed and heavily farmed in order to feed the inhabitants of the cities, but
during the Dark Ages the once-populous kingdoms all diminished. With no one to oversee the
countryside, much of it has been reclaimed by nature.
Criminals attempting to avoid capture or detection sometimes flee the Empire by ship, but all
too often they simply vanish into the wilds between the cities. On occasion, abandoned manor
houses, sorcerer’s towers, or even entire villages can be found hidden in valleys or on hillsides far

48
GEOGRAPHICA
from the active ley-line roads. Stories of bandit-kings or strange monsters surround such places,
but most of these are simply legends or exaggerations clinging to the ruins like overgrown vines.
Olokunia does not lack for such stories despite being the shining crown of the Empire, though such
tales are more often scoffed at in the city of Atlantis than taken as truth.

Travel Through The Wilderness


The Atlanteans enjoy a much
Most Atlantean cities are either located on the coast, on the banks of rivers, lakes, or canals, reduced rate of taxation, making
or connected to one another by means of ley-line roads. It is due to this fact that much of the it easy for them to live well while
wilderness remains untamed during this Modern Age as the Atlanteans would rather avoid the the other races labor under rates
dangers and privation of the wilderness for the safety, speed, and comfort of traditional means of of tax that range from draconian
transport. Travel by sea from one city to another is relatively inexpensive, if occasionally slow. The to merely harsh. Then again,
ley-line roads predate the Cataclysm, but their Vril-glass construction is seemingly immune to wear. the running water, brightly lit
Modern Atlanteans have repaired some of the damaged roads along the coasts. as the most skilled streets, and sanitation make up
or wealthy have created a few extensions of their own, largely by recycling Vril-glass from roads for this in most respects. Wealthy
that no longer lead to inhabited locations. Wealthy Atlanteans travel in Vril-powered chariots along Atlanteans often sponsor public
the ley-line roads, speeding their journey as much as possible. Others utilize carriages, horses, or works; they see it as a point of
carts, and travel in well-armed caravans to dissuade attacks from bandits. Across the skies, hot air pride. Personally I don’t see the
balloons occasionally drift slowly from place to place, but they are generally seen as unreliable or attraction of having a sewer
the purveyance of the exceedingly wealthy or the ostentatiously insane. Windships, held aloft by named after you.
magical means and powered by crystal matrices are not unheard of, but are rare enough to cause
Thalmia, Triton Sorceress
comment when they do appear.
After the Cataclysm, thousands of Andamen and Nethermen escaped into the wilderness as did
beasts bred for war or crafted for ancient gladiatorial games. Alchemical and magical workshops,
hidden away by distrustful masters, were wrecked or breached. Ley-lines were tangled, stone circles
toppled, and magical energies ran rampant while earthquakes and floods washed across the land.
During the Dark Ages, those tainted magical emanations mixed with alchemical waste fouled the
land and the escaped brutes that lived upon it. Today, tribes of Nethermen and Andamen inhabit
the remote reaches, exotic and deadly creatures lurk in the forests, and blasted ruins exist behind
the hills. Most civilized Atlanteans, particularly those in Olokunia, regard these wild tribes as little
more than savage beasts at worst and a seemingly inexhaustible supply of slaves or indentured
servants at best. Atlantean slave-takers from Olokunia regularly capture individuals or small groups
and ship them to the city of Atlantis to be displayed in the arena or sold off as slaves. Such slave-
takers regularly listen for reports of caravan attacks, striking off to mete out justice, capturing the
bandits and forcing them into indentured servitude in order to make restitution for their crimes.

Life In The Wilderness


Although life in the wilderness can be dangerous, there are civilized Atlanteans as well as others
who do live away from the cities. Miners, trappers, and herb collectors that sell gems, metals, furs,
and rare plants to wandering merchants and farmers who cannot afford the taxes imposed near the
Vril pyramids all live in small villages and towns. Some of these are surrounded by walls to provide
protection from bandits and wild beasts, but most simply make do with what they have.
Citizens in the city of Atlantis mostly consider such rustics to be desperate individuals who
live in constant danger, and there is some small truth to that belief. Furthermore, most Atlanteans
find life away from civilization of their cities to be a poor shadow; their vices seldom allow for such
rustic and rural banalities. As a result, most of those living in the wilderness tend to be humans,
Andamen, and Nethermen. By being willing to deal with one another, most of these far-flung
villages have loose alliances with the other settlements near them. Though they can call on their
Atlantean Kings and Satraps for aid, medicine, tools, and the like, on occasion it is easier to simply
deal with issues on a local level rather than wait for support that may not come.

Ancient Ruins
Ruins from ages past continue to fascinate scholars and sorcerers, and the ones as yet unfound
naturally all exist in the wilds. On occasion, an Atlantean family will awaken one of their slumbering
True Atlantean ancestors and sometimes learn of family holdings long forgotten. Expeditions to
such ruins are intermittently sponsored by the Lord of All Seas, an Atlantean king, or one of the

49
ATLANTIS: The Second Age
Satraps, but such official sponsorship is generally only granted to the wisest scholars, most powerful
sorcerers, or most popular heroes. Other explorers may find funding from one of the universities,
wealthy merchants, or on occasion the scions of an Atlantean family. While some such journeys are
intent on re-discovering a scrap of lost knowledge of the past, or at least finding magical artifacts
that can be studied, recreated, or at least put to good use, such rewards are difficult to come by.
Scholars who achieve even some moderate success still gain substantial wealth and acclaim. Even
managing to uncover some ancient cache of spare windship parts, Vril weapons, or crystal matrices
I took part in an expedition in can bring members of an expedition wealth to live well for a year or more. As a result, despite the
Amphisea that used underground dangers involved, such expeditions are popular with daring laborers, impoverished scholars, and
rivers to gain passage into a bored Atlanteans.
hidden valley deep in the jungle. Unfortunately, the risks involved in such journeys can indeed be quite high. In addition to
I barely got out with my life. the physical dangers of traveling the untamed wilderness, wandering around unstable ruins,
The underground waterways and exploring buildings that could collapse at any moment, the lost cities of the Atlantean past
of Atlantis are to be avoided at sometimes contain more active and serious threats. The savant-adepts of the Golden Age knew
all costs: there are things lurking countless methods of drawing on the vast power of the telluric currents, and some experimented
there that have not felt the light wildly with storing and channeling Vril. Sometimes devices are discovered that still command
of the sun since the Jinn first significant powers such as magical constructs and augmented golems that defend sanctums and
walked the Earth. streets from intruders, searing flesh and blasting the minds of unwary explorers. Also, there are
Thalmia, Triton Sorceress some devices that may have originally been harmless, but upon which centuries of wear have altered
their fragile and delicate alignment of their crystals and the structure of their orichalcum settings.
Some of these may explode the instant they are jostled, whereas others may perform dangerously
twisted versions of their original functions, such as medical crystals that now bond living flesh to
anything it touches instead of merely closing wounds.

True Atlanteans
A subject of great consternation and embarrassment amongst the Atlantean population is that
of the purity of the Atlantean bloodlines. Many of them have grown weak or polluted, some claim,
over the course of this great people’s history. During the Dark Ages, some Atlanteans took human
wives. Others were savages and did all manner of despicable things during those chaotic years.
In any case, most Atlanteans agree that what is considered Atlantean today is not what the once
glorious race was in antiquity. Most do not talk about the subject, but many parents closely monitor
whom their sons and daughters marry in an effort to keep their bloodlines from becoming baser
and baser.
Treasures of the Past
At one time, the Atlanteans reportedly boasted lifespans of centuries with the oldest recorded
Made New
Atlantean being 978 years old. No one knows why the Atlanteans grow older quicker in these
Inevitably, some adventure- much diminished days, nor why their once potent blood is now less substantial. But it is known
seeking charlatan finds one of that the decline started even before the Great Cataclysm and the Dark Ages. Efforts to counter
the old ruins yet unbreached, this aging resulted in the creation of an alchemical potion called Ilmarinen that allowed them to
makes their way through age very slowly. Ilmarinen was successful in halting the aging process; however, the side effect of
whatever security system may this was a constant slumber from which it was immanently difficult to awaken them. So while
have survived, and emerges with the Atlanteans could arrest aging, many of their brightest minds began to slumber through the
a treasure of magical significance, decades and centuries. Like the Elder Gods, the old Atlanteans now sleep for scores upon scores of
tomes of ancient secrets, or the years before awakening. The older one becomes, the more Ilmarinen is needed, and the longer the
like. Some of these individuals postponement between waking. Some Atlanteans hold centuries of knowledge but unfortunately
cannot be roused to speak of it. When they are awakened, they often speak in cryptic prophesies,
will attempt to pass of their finds
mumble curses, or scream magical incantations that blast or vaporize those gathered to listen to
as their own creations whereas them and welcome them back. Atlanteans lucky enough to have sleeping ancestors still accessible to
others will simply attempt to sell them after the Dark Ages built great mausoleums and necropolises for the ancient ones to rest in,
them to the highest bidder. More complete with powerful magical wards to keep out looters and kidnappers.
fools, they, who accept such Those slumbering Atlanteans have the purest blood, many believe, unpolluted by interbreeding
devices of unscrupulous origin. with humans. Considered the ‘True Atlanteans’ by those modern Atlanteans descended from them,
Caerwyn Ironjaw, Lemurian they are storehouses of lore and wisdom of ages past.
Scholar
Culture In Atlantis
The island nations of Atlantis are vast and sprawling. They are not a single monolithic and
homogenous culture, but rather a group of nations bound by a common past, blood, and strife.
Though each Atlantean kingdom differs from its neighbors, all Atlanteans share the following
commonalities.

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GEOGRAPHICA
Language
The language of the Atlanteans is taken very seriously and its most formal versions are never
spoken in the manner of the other races. There is very little slang or colloquialism in the Atlanteans’
native language. It is a direct and subtle lexicon of words that build upon one another in complex
grammatical constructions. Other races that have learned the Atlantean tongue sometimes make
the mistake of thinking that since they speak the language of their masters, such skill is appreciated.
However, many Atlanteans would rather speak in the tongues of savages and barbarians instead of
hearing their native words butchered by the swollen tongues of slaves. The noble Atlantean houses
have a dirty little secret: they use
When speaking to those of a higher station, most Atlanteans will use the High Atlantean tongue
their True Atlantean ancestors
and when speaking to equals, the common version. Non-native speakers (those with the Atlantean
to improve the purity of their
Language skill at 9 or less) will be looked down upon and suffer a -3 to all social interaction rolls
bloodlines. Ritual orgies are a
with Atlanteans. The highest compliment that can be paid to an Atlantean by a foreigner is to speak
common part of the awakening
the language of the Sea Kings as if they are native-born. Similarly, to be addressed in High Atlantean
ritual for male Ancients. These
is a great honor afforded to few foreigners.
events can go on for days with
rival houses often attempting to
use this time to make off with a
Birth And Funerary Rites ‘sample’.
At birth, all Atlanteans are presented with the seed of a great blackwood tree. These trees live for Thalmia, Triton Sorceress
over a thousand years and grow to immense size. Upon the child’s first birthday, their seed is planted
in the city of their birth, in a great plaza or in groves within the city’s walls. As the child ages, so
does their tree. Some Atlanteans reserve great pride for the tree that bears their name, seeing its life
and health as a signifier of their own achievements. Upon death, Atlanteans are buried in ornate
sarcophagi made from the wood of their birth tree.

Art
Atlantean homes of any merit all contain painted murals, either fresco or secco, in a style known
as adrar. This style always uses the same three colors: a stark harsh black, a golden and ochre-
influenced orange, and a vibrant blue reminiscent of the sea or sky. Usually depicted are stories and
scenes of the household’s ancestors. The depictions are usually simple, showing dynamically drawn
figures in profile with borders of repetitive keys surrounding the work. Atlantean homes that can
afford it have walls carved with relief sculptures and then painted in the adrar style. Some sculptures
are also gilded with orichalcum and encrusted with lapis or obsidian for a greater effect.
The Atlanteans are great appreciators of poetry and song. Most homes have at least an instrument
or two for entertaining both household members and guests. All children are taught to sing as part
of their schooling, and the arts are held in high regard. Even art produced by the lesser races are held
up as examples of what others can accomplish. Operas in particular are important to the Atlanteans, The Cataclysm
and there are two long running and constantly evolving operas — “The House of Atreyu” and Groves
“Klytus the Fool” — that have been performed nightly for the past five decades. Those who miss When the Cataclysm struck,
an evening’s operatic performance rarely have to worry, for the events are retold and embellished by and on occasion during the
criers in the plazas of major cities the next day, and sometimes for weeks after. It is not uncommon Dark Ages, there were simply
to find a pair of Atlantean men debating the finer points and minutiae of their favorite works. In not enough morticians and
the Great Library in Atlantis, there is an ever-expanding volume of examples of the latest operas as cerements to perform all of the
well as critiques to accompany them. While any of the learned may borrow them for reading, there necessary burials. As such, there
is currently an extensive waiting list. are large groves of blackwood
trees dotting the islands of
Atlantis and occasionally in
Schooling lands where the Atlanteans
All Atlanteans who can afford it are allowed to attend public universities. From the age of once ruled. Some say that these
reasoning, around 5 years old, any Atlanteans without criminal record or extensive debt may learn ancient groves are haunted by
and are given access to the great libraries and Atlantean masters that teach there. This privilege is the shades of Atlanteans angry at
only provided to Atlanteans, and in some areas it is considered a crime to allow non-Atlanteans to never having received the proper
learn at one of these centers of knowledge. However, given that many Atlanteans bring slaves with rites.
them, it is hard to say how much knowledge is the preserve of Atlanteans alone.

51
ATLANTIS: The Second Age
Gladiatorial Games
Although there are successful free men and women who become gladiators for the chance at
wealth and fame, the vast majority of gladiators in Atlantis are indentured servants and slaves. There
are a few who remain gladiators after their term of indenture is over, but most gladiators rarely
emerge unscathed from the sands of battle. Nethermen and Andamen make up the majority of
gladiatorial slaves, but gladiators can be of any race and from nearly any nation, although Atlanteans
and Jinn are exceedingly rare.
A few critics decry the games as cruel, but the vast majority of Atlanteans find them both
exciting and trendy, occasionally exceeding chariot races and opera in popularity. Some events even
combine these other pastimes, featuring combats on the sands of the arena while singers perform on
raised stages above the fray. Most games ostensibly involve two or more individuals fighting to the
death, but in practice the games are far less lethal. Gladiators are taught to avoid killing blows and
The Symbol of will give quarter to a fallen gladiator, allowing all to live to fight another day. Truly lethal games do
Atlantis occur with some frequency as convicted criminals, slaves taken in battle, or those who have amassed
It is known far and wide massive debts each gamble their lives on a shot at the freedom of a one-way passage from the shores
that the great black bull with of the Empire. The ostensible winners of such blood sports, scarred and wounded, are allowed
the sun blazing between its passage to some foreign port, though they are usually chained for the duration.
large upturned horns represent
Atlantis. The bull is known as
Slavery
Osorapis and represents the
virile and strong island nation Slavery is a part of the natural order of the world as far as the Atlanteans view it. Those that are
of Atlantis while the sun disk born to serve or who allow themselves to serve should be provided a place to work in the manner
represents the power and that the world intended. Why should an Atlantean do the work that a beast can do? If that beast
might of Olódùmarè residing happens to be an Andaman or a Human, then so be it. The Atlanteans do not consider themselves
overhead. When the sun shines to be cruel with their slaves, and most grow fond of a long-serving slave or three that are treated
on the great obsidian mirrors, as part of the family, in the same way that others would consider a beloved pet as being part of
every aspect of Olódùmarè can the household. Slaves can be freed if they serve their house well, and some are awarded with some
be seen in the Orixa’s light that amounts of wealth on their own. It is not uncommon for an Atlantean approaching death to free a
is reflected. favored slave. There are tales that one of the Atlantean kings of the Golden Age gave an entire island
kingdom in Elysium to a favored slave.
Slaves in Atlantis are given rights under Atlantean law and masters who treat their slaves with
cruelty are frowned upon. A slave may be beaten for a transgression, but never in excess. Killing
a slave is only justifiable if the slave committed egregious acts against his master or his kingdom,
or if an Atlantean child was harmed. Many Atlanteans who sire children with slaves my claim the
children as their own or allow them to be raised by their non-Atlantean parent. Slave children are
never considered True Atlanteans because Atlantean law states that it is illegal for Atlanteans to be
slaves. In any case, most of these children more closely resemble their non-Atlantean parent.
Indentured servitude also exists in the city of Atlantis. In order to pay off debts, to gain a
moderate sum of money, or as punishment for certain crimes, citizens of Olokunia can temporarily
place themselves into indentured servitude for a period of up to seven years. For the duration of
this time, the individual can be bought and sold as freely as slaves are in other parts of the world.
However, since tradition prevents Atlanteans from being slaves and many view indentured servitude
as little more than legal slavery, the majority of indentured servants are criminals, impoverished
crafters, or former soldiers seeking a way back out of poverty.

Marriage
Many an adventurer has made
Most Atlantean marriages are arranged by the heads of the family to ensure that the bloodlines
his name providing a rare or
stay true. Family names and lineage are important to the Atlanteans, and some among them claim
unusual delicacy to an Atlantean
that they can trace their lines back to the shores of Gondwana. Many Atlanteans take a husband or
lord. There are treasures other
wife, but then also indulge in many affairs on the side. A blind eye is turned to this practice as long
than gold and good steel.
as the unions do not sire non-Atlantean children that dilute the bloodline or endanger inheritance.
Thalmia, Triton Sorceress
All wealth and inheritances are passed on to the firstborn Atlantean child no matter the gender.
In the case of twins, common for Atlantean births, the one with the brightest eyes inherits the bulk
of the family fortune. Most marriages try to produce as many children as possible, and a large family
is looked upon with great esteem. If for some reason one of the members of the marriage cannot
produce children, a divorce is frequently granted. Otherwise, Atlantean marriages are forever.
Those children who do not immediately inherit are encouraged to make their own fortune. The
world is wide and there is nothing that the Atlanteans cannot build from it.

52
GEOGRAPHICA
Religion
The Orixa are seen as the only thing greater than the Atlanteans, and are paid their due in
tribute in the great dark temples built to house their mirrors. Every home has a small shrine to the
gods, usually with a particular Orixa given a place of prominence as a household patron. Mirrors are
ubiquitous in an Atlantean home and usually the gilded obsidian mirrors are in every room. Most
foreigners who do not worship or understand the Orixa believe the Atlanteans are just vain because
of the number of mirrors in their home.
Atlantean Slavery
All of the gods are given a place of honor at their table, and in religious homes a portion of every
Slavery in the Atlantean
meal is given to the gods as a votive. On holy days, the entire country pays homage to the Orixa
Kingdoms may be traditional,
with great public offerings of animal sacrifices.
and the Atlanteans may speak
with fondness of specific slaves,
Food but the life of a slave for many is
Atlanteans love a variety of foods, and are very cosmopolitan in their eating habits. Having once no life at all. There are horrors in
ruled the world, and still enjoying trade with ports across the seas, the Atlanteans have imported the Atlantean slave pens that are
many exotic dishes from distant lands. All Atlantean food tends to be spicy, hot, and full of potent rarely spoken of by light of day,
flavors. An Atlantean diet mostly consists of different types of seafood, spiced with powerful herbs and many Atlantean criminals are
and salts. Many types of beans and lentils are often eaten along with several exotic pastries flavored only called such because escaping
with chocolates, honey, and spices. to freedom is a crime against the
Honey steeped in water is the preferred drink of the island, sometimes augmented with other state.
spices or teas. Atlanteans prefer wines, shunning meads and beer as drinks for lesser races. Atlantean Caerwyn Ironjaw, Lemurian
wines are often sweet, sometimes tart, with most made from the large red cranberries found on the Scholar
northern part of the island.

Fashion
For the Atlantean, cloth and clothing is an important indicator of wealth and status. Most
Atlantean clothes are made from cotton or silks, and make use of muted colors with white, pale-
blue, and faint-orange dominating the color palate. At least one garment of any ensemble will have
an intricate pattern unique to the family upon it. This pattern is woven with orange thread, or
actual gold or orichalcum thread if the family is wealthy. Most clothes consist of long, layered robes,
divided at the waist with a large embroidered belt, and a light shawl that can be worn as a cloak.
Women dress simply, but do not wear the belt as it is considered masculine.
Footwear usually consists of simple sandals or slippers made from leather or hemp, tied with
leather or hemp laces.

Jewelry
All Atlanteans, no matter their status or wealth, wear earrings. These tend to be gold, but
wooden or obsidian jewelry is not unheard of. Glass and pearl beads are commonly woven into the
hair along with brightly colored wooden loops. Women adorn their heads with strings of gold or
amber beads infused with bright colors. These beads hang from the tops of their heads, dangling in There’s a lot more than
the center of the forehead usually with a large jewel. Nose rings, hoops, and lip piercings are also songbooks in the Great Library.
commonly seen. The deep vault, situated half
Atlanteans adorn their fingers with as many rings as possible, some even topping their fingertipsa mile beneath the library,
with golden caps. Many of these rings carry some significance to their owners, purchased or given contains books of lore the
after notable successes or victories. ancient Atlanteans considered
The only metal that an Atlantean will never wear is silver, as it was the metal most closely worntoo dangerous to use but too
and associated with the reptilian races. While it is used as wealth, it is never used for adornment. important to simply discard.
Grostanian, the chief librarian,
Cosmetics is extremely paranoid and more
Male and female Atlanteans wear cosmetics, primarily around their eyes. The palette is typically than a little mad.
black, blue, or orange with metallic flakes of gold or orichalcum worn by the wealthy. The eyes are Thalmia, Triton Sorceress
heavily adorned with the colors, painted mask-like around the eyes with a single stripe running
down their noses.
Arms, hands, and feet are frequently decorated with henna in dots and swirling lines reminiscent
of ocean waves.

53
ATLANTIS: The Second Age
Amphisea
(Am-Fih-SEE-A)
The jungle kingdom of Amphisea lies on the most southerly point of Atlantis proper. Amphisea’s
steaming jungles teem with life but are ravaged by regular earthquakes and ferocious thunderstorms.
The sky here is marred by ash clouds thrown up by the chain of volcanoes that dots the central
mountain range.
Shiploads of wild animals depart daily from the capital city of Ampator, destined for
amphitheaters and menageries all across Atlantis. The people here are skilled animal handlers,
training all manner of beasts as pets and guardians. The inhabitants even train baboons to pick fruit.
The Amphisian jungle hides the ruins of several Golden Age cities. Only the foolish or desperate
seek to plunder them as these ruins harbor monstrous beings born of sorcery and unquiet spirits
The Vril lines no longer run seeking vengeance on the living. The ley-line roads that once led to these ancient ruins are now
to the ancient workshops and little more than animal trails and assorted rubble. Human, Andamen, and Nethermen tribes prey
laboratories in central Amphisea, on unwary jungle travelers and more than one tribe has cannibalistic tendencies.
for those places once birthed Because of the constant heat and humidity, Amphiseans wear little clothing and almost all of it
horrors that were used against is made from the lightest linen. Those from colder climes may find themselves embarrassed by the
the enemies of the Atlanteans. Amphiseans’ lack of modesty. Jewelry signals status to the Amphiseans, so much so that there are a
Though the Atlanteans do not yet series of popular jokes surrounding the amount worn by their high-ranking nobles.
know it, the Vril lines in Amphisea
Civilization clings to the coastline where the temperature and humidity are more bearable.
have been shifted on purpose.
Ley-line roads link together the port cities of Caprar (KA-prahr), Likong (LEE-kong), Marena
There is some concern about the
(ma-REE-na), with the capital, Ampator (AM-pa-tor), home of the prince of Amphisea. A number
devastation these changes may
of small resort towns capitalize on the hot springs common to the land.
wreak on the inhabitants of the
island, but at least there may be
Ampator, The Living City
fewer monstrosities born there.
Caerwyn Ironjaw, Lemurian The massive port city Ampator is the capital of Amphisea. The city gained its nickname because
Scholar of the vines that coat every building and form a canopy over many of the streets.
The entire city gives the impression that it is part of the jungle. The vines are not natural but
instead are carefully planted and tended for their insect-repelling properties.
The Palace of Emulsive Delights serves as the prince’s seat of power and consists of hundreds of
rooms, each with its own special bathing area. Even the corridors and service rooms have pools of
various temperatures with different combinations of bath salts and other soaks.
Twenty years ago the city was struck by a plague brought in by sailors from Diaprepea. Since
then, the city has some of the strictest customs inspections in Atlantis; they go so far as requiring
health checks for the crews. The harbor has two Vril cannons that have been used more than once
to destroy vessels suspected of trying to land while bearing plague.

Autochthea
(aw-tow-CHEE-a)
(The Sea Of Lost Souls)
Though it is still listed in the rolls of the Atlantean kingdoms, the land of Autochthea, home to
the Golden Age capital of Attalus, was destroyed during the Cataclysm. The remnants of this once
fabulous kingdom now lie at the bottom of the Sea of Lost Souls.
In its day, Autochthea was renowned as the most important trading center in the world. Into its
ports came ships laden with the spoils of the Golden Age Atlantean conquerors. The coffers of its
cities overflowed with such incredible riches that many of its buildings were plated with precious
metals.
When Prince Quetzlan’s weapon struck Autochthea, the Barrier Ridge that guarded the low-lying
valley kingdom crumbled and the waters of the Atlantean Ocean rushed through the gap to drown
the unfortunate land. What the weapon didn’t annihilate, the ocean drank up and hid from the
sight of mortal men.
The Sea of Lost Souls is now a cauldron of terrible, necromantic energies tainted by the deaths of
millions of men, women, and children. Those that die on or near the Sea are destined to rise up
again to haunt the living. The sky above the sea is permanently shrouded in dark clouds and strange
lights are seen over and around the black waters. Sailors from Eudea and Elassippea, who sometimes
dredge the shallow sea in the hopes of finding lost treasures, speak of a ship made of seaweed and
crewed by ghosts that protects these waters.

54
GEOGRAPHICA
Attalus’ three great Vril pyramids survived the cataclysm, but were terribly damaged. They now
spew raw Vril from cracks in their stonework. The Vril energy flows upwards, boiling the sea around
the pyramids, and forming Vril-infused water spouts that have unpredictable effects on anything
they encounter.
The Atlantean government pays a fortune to Triton tribes to scavenge the lesser cities surrounding
Attalus for lost lore and other treasures. Originally, the Tritons were paid to loot Attalus itself but
none of their expeditions returned and now they simply guard the city gates, turning away those
foolish or evil enough to want to enter. The Tritons that guard the
The last expedition to enter the city was lead by the legendary Jinn sorceress Mei-ha-tari; the party gates of Attalus are a dour breed,
consisted of dozens of powerful Triton warriors and a number of their shaman. Mei-ha-tari returned volunteers that serve so that their
alone to the waiting ship almost insane with terror, whispered to the captain that “the beginning all families can gain the rich rewards
things” lived in the city, and then transformed into water, never to reappear. offered by the Atlanteans. The
The restless dead are common around the Sea of Souls, but once a year, on Wayeb, the situation duty is considered a suicide
becomes much worse. For five days the ocean level dips by about three to five meters and the dead mission, with most of the
rise up to plague the land. Some of these hapless creatures are little more than figments of memory guards simply vanishing, either
given form, still trying to escape the disaster that killed them centuries ago. Others are much more wandering off in madness or
dangerous, wrathful and filled with malicious intent; these wraiths seek fresh victims to add to dragged down by the ghosts that
their ever-growing army of the undead. Olokunia, Elassippea, and Eudea station troops at their haunt this region. Their tribes
borders at this time though the situation is getting worse by the year and the farmland around the are well compensated by the
borderlands is showing signs of a strange rotting disease. Atlanteans but the loss of life is
staggering.
Thalmia, Triton Sorceress

Azae
(A-ZAY)
Directly south of the main Atlantean continent is the island of Azae. Similar in climate and
terrain to Hesperia, Azae is the most active of the satellite island kingdoms of Atlantis. Due to
the convergence of winds and currents, it is easier for sailors from Tamoanchan and the southern
reaches of Gondwana to sail to Azae than other Atlantean ports.
Because Diaprepea to the south is so sparsely populated, Azae is the southernmost center of
Atlantean power and one of its largest naval centers. Its naturally deep harbors teem with ships,
including permanent squadrons from Atlantis charged with guarding merchant traffic on the
various surrounding sea lanes. All of this makes Azae an important economic center.
Most Azaeans work closely with the sea. Professions such as dock workers, merchants, fishermen,
and service in the Atlantean navies are all commonplace. Four port cities dot the Azaean coastline:
Gaharba (ga-HAR-ba), Korva (kor-VA), Mamura (ma-MU-ra), and Karkanna (kar-KAN-na).
Warehouses, shops, inns, and taverns do brisk business in these cities. Both Mamura and Karkanna
have dock areas that are actually larger than their respective cities and rival some of the major Unseen Cargos
seaports of Olokunia. Azae’s military governors and
Because of the near-constant ship traffic, which has almost reached a level equal to the Golden tax collectors frequently take
Age, non-Atlanteans make up the bulk of the population of Azae. Taxes on these “foreigners” go their coin directly from ships that
to fill the Azaean Queen’s coffers. Traditionally, True Atlanteans pay no taxes in Azae, but instead enter the harbor and occasionally
must serve in the kingdom’s navy for five years or pay for a mercenary substitute. Other revenues are from those who are leaving.
generated through port fees and tariffs. Most merchants tolerate these fees, which can sometimes Since crews change frequently,
be exorbitant in comparison to other lands, because of the reputation the kingdom enjoys when they are seldom noticed, and
it comes to the safety and security of its sea routes. Citizens proudly boast that no corsair has ever thus it is possible for enterprising
successfully penetrated the net of Azaean warships patrolling the nearby seas. In truth, however, the individuals to find passage into
Azaean monarchy issues letters of mark to enterprising captains and their vessels. As long as they and out of Azaean ports without
ply their illicit trade far from Azaean waters, they can sell off loot and have their vessels serviced in being seen simply by being out in
Azaean ports. Because of this, organized crime and petty theft are exceedingly common in the four the open.
Azaean port cities. Caerwyn Ironjaw, Lemurian
Unlike the other four cities, the capital of Azae, Surkan (sur-KAN) is located inland. It is less Scholar
commercialized than the ports with smaller populations, but it does contain a pair of Vril circles in
the nearby countryside. Surkan also hosts a small naval garrison in the large lake neighboring the
city. These vessels patrol the wide river that descends to the coast and frequently serve to display
the monarchy’s might.

55
ATLANTIS: The Second Age
Diaprepea
(dee-ah-PREP-ee-ah)
Diaprepea is one of Atlantis’s satellite island kingdoms. Immediately south of Azae, it is a
relatively poor kingdom. Much of its arable land and several Golden Age cities were lost in the
deluge of the Great Cataclysm. Only one notable city remains, spared due to its location on the
island’s highlands. Mehedra (meh-HED-ra) sits atop a ridge overlooking the southeastern seas,
with steep cliffs dropping away from the city’s walls to prevent attack on three sides. Mehedra’s sole
Kadesh produces good warriors
Vril pyramid was damaged in some way during the Dark Ages. Ever since, it has been sporadically
that some say rival the fighting
failing, but it does illuminate some of the night sky with a brilliant jet of emerald flame that reaches
men and women of my beloved
high into the air above the city.
homeland. All lies! It’s more
Atlantean propaganda to shore The Diaprepeans are renowned for their martial prowess, a tradition dating back to the Golden
up the egos of a declining people. Age, and one that the citizens are very proud of. While few merchant ships visit this small island,
I would pit my sword arm against military vessels can frequently be found in its waters patrolling, escorting Gondwanan merchantmen,
Atlantean-bred warriors any day. or hiring marines and other troops. Tradition holds that the Diaprepean monarch must have served
in the Atlantean military (army or navy) for at least a decade. Like in Olokunia, Eudea, and Azae,
Donobey of Nubia
both men and women serve in the military and treat one another as equals. Elite units of the
Diaprepean infantry often serve as members of the Royal Guard in the capital city of Atlantis.
A large military academy is based in Mehedra, but conducts classes across the entirety of the
island. Currently run by a former Diaprepean monarch and his Nemean captain, the Academy of
Kadesh (kah-DESH) is open to anyone willing to serve. Kadesh squadrons are renowned for being
some of the finest mercenaries in the region, and its commanders are sought after for military advice
around the world. A second Diaprepean academy, the Academy of Halule (ha-LOOL) lies lost
somewhere in the heavy jungles of the island’s interior. Legend has it that Halule was working on a
third great warrior race for the Atlanteans to replace the failures of the Nethermen and Andamen,
but the work was interrupted by the Great Cataclysm. Stories claim that the ruins of Halule are
a veritable tomb of horrors from whence all sorts of monstrosities occasionally still emerge. There
are several bands of Nethermen in the jungle interior, sometimes joined by cast-offs or failures
of Kadesh, that will band together to launch raids against Mehedra or one of the minor ports.
Infrequently such raids are accompanied by monsters, possibly from Halule, but the Diaprepeans
have, thankfully, always repelled such attacks.
The island holds several Golden Age ruins. The majority of these are actually situated off the
The Arcanum Diaprepean coast in open waters, their tops breaching the waves and coral formations now guarding
Starting originally as a their submerged entrances. The infamous City of the Drowned, Domanu (doh-MAN-oo) rests
cabal of scholars hoping to find off the island’s southernmost point. Despite stories that the towers of Domanu are dry and secure
lost Golden Age artifacts and
beneath the waves, the emanations of its half-submerged pyramid have also drawn a colony of
lore, the Arcanum has become
much more. In the year 10 M.K. Makara who fiercely guard the sunken city as if it were their own.
the Arcanum’s mandate was
to find the eldritch knowledge
lost in the cataclysm and to
restore the island nation to its Elassippea
former stature. Some of that (el-ah-SIP-pee-ah)
found knowledge shocked and The rolling hills of Elassippea were a great center of Atlantean culture during the Golden Age. A
disturbed the scholars, who pastoral countryside dotted with several large and important cities, Elassippea was a center of trade,
quickly recognized that what
horse-breeding, ship-building, and agriculture. However, when the Cataclysm swept over these
was let loose upon the world
was far darker than they had lands, it took with it all the best that the Elassippeans had built. The Dark Ages hit the kingdom
imagined. The wars of the harshly, leaving much of the land undeveloped and under-populated. Much of the region today is
Atlanteans inadvertently stirred divided between herders, nomadic hunters, and the occasional farmstead.
the dreaming gods who will The original royal family, the Line of Elassippus, who traced their lineage back to Gondwana,
soon awake and cleanse the perished long before the end of the Golden Age. Legends dating back to that time claim that
world of their errant dreams. a rebelling band of nobles assassinated the royal family because of their infamous excesses. As
It was evident that it had a result, there is a tradition amongst the nobles of Elassippea of struggle against tyranny and
already started with the new
authoritarianism. The irony that the Atlantean nobles themselves are seen as tyrants by some of
supernatural threats that seem
to spring whole and complete their subjects is frequently lost or ignored. Servants who speak out are quickly silenced.
into the world. Many new Wooly mammoths roam the hills of Elassippea today. While there are always wild herds, most
Continue on next page of these majestic beasts are bred to be used as beasts of burden; turning waterwheels, dragging
immense plows, and the like. Contingents of them have also been trained to serve the Elassippean
military as beasts of war.
The capital of Elassippea is Zarzis (ZAR-zis), a port on the Sea of Lost Souls. Still a center of
trade and commerce, it boasts a handful of Vril circles dotting the neighboring farmlands. The royal

56
GEOGRAPHICA
palace in Zarzis sits unoccupied. Built by the original royal family, tradition in Elassippea since their
fall has been that while the reigning monarch now rules from the buildings of state in Zarzis, they
live in their own manor, wherever that may be. Stories that the ghosts and shades of the assassinated
family still haunt the royal palace are not dismissed, but only spoken of in nervous whispers.
Five other notable locales exist in Elassippea; all of them build upon the sites of older Golden
Age cities. Two of these, Chaha (CHA-ha) and Suso (SU-soh), sit upon the western shore amidst the
cleared rubble of ancient cities. Collapsed Vril pyramids mark the shallow harbors where merchants
and traders come to meet with nomads and shepherds. Two other locations, Paria (pah-REE-ah)
and Motua (mo-TOO-ah), are focal points for ranchers and huntsmen. Built directly upon the
ruins of the past, these two cities bear pyramids which were ruined during the Cataclysm. They
occasionally emit strange noises and disturbing lights that cause fear among the natural creatures of
the area. Paria is also notable for its population. Comprised mostly of Andamen who have carved
out an existence relatively free from direct Atlantean rule, the Parians have begun to push for
recognition as a separate and legitimate kingdom, or at least city-state, of their own. The fifth site, creatures crept from the
Helioselen (HEE-lee-OH-see-len), is the largest and most intact of Elassippea’s ruins. However, it is wilderness and unspeakable
infamous as a hideout for brigands, where bandits ally themselves with monsters and worse. power became available to
necromancers from dark, half-
dreamt voices. Compounded
with the machinations of both
Eudea Ba’al and Set, the world would
(YOO-dee-ah) be consumed from both ends
by cosmic horrors with agendas
Situated on a peninsula that juts out toward the Sargasso Sea, Eudea is one of the smaller that could only spell doom for
Atlantean kingdoms. The kingdom suffered great losses during the Dark Ages, including its the unsuspecting races of the
only active pyramid, but has recovered economically due to a series of calculated decisions by its world.
monarchs. Terraced gardens and vineyards provide a scenic backdrop for the wealthy capital city of At first they tried warn the
Goldar (GOL-dar), renowned in modern days for being a supplier of a variety of herbs and plants, populace of the impending
many of which are useful in the preparation of alchemical mixtures. The fabled Marble Towers of dooms they had discovered
Goldar are also home to a number of renowned sorcerers, tolerated by the populace and welcomed but those warnings fell on deaf
by the traditions of the monarchy. Due to the collection of magical knowledge that resides here, ears. The cold truth was that
what they knew to be true, no
alchemical and magical materials tend to be sold at a lower cost than elsewhere, a fact that only
one would believe.
serves to draw others interested in the arcane arts. Since the end of the Dark Ages, the Prince The scholars set in motion
of Eudea has traditionally been at least a novice when it comes to alchemy so that they might a plan to save the world from
understand the benefits and dangers of such merchandise. itself by recruiting from the
Eudea’s only other major city is Valum Chivum (VAL-uhm CHEE-vuhm), a trading port that is varied peoples of the world—
frequented by vessels heading to and from Eria, Tamoanchan, and Antilla. Atlantean warships pay the best and brightest, not
visits to the port, but few remain for long for the port is well-fortified against sea attack. Bands of just scholars but warriors and
Makara sea-devils instead attack homesteads along the coast, while bands of Tritons visit the port to sorcerers. Realizing that the
trade with merchants. Navigators, seamen, cartographers, and mercenary guards are all sought after task of finding and obtaining the
lost lore, physical or otherwise,
in Valum Chivum because of the number of expeditionary forces that periodically depart for the
was one better suited for more
lands of the far west. Eudea offers contracts to such individuals trading outfitting gear in exchange rugged and adventurous sorts,
for first purchase rights to the wonders successful explorers bring back: maps, trade goods, exotic the Arcanum gave way to what
plants, and especially artifacts from the Golden Age. it is today.
All of this results in merchants from Valum Chivum to Goldar, supplying a great deal of rare This secret army operates
and exotic merchandise from alchemical products to Vril-powered items to purported maps of First in the open under the disguise
Age cities lost in the Cataclysm. of a university looking to restore
the grandeur of the Atlantean
people, but its real agenda is
to find the evil that stirs in the
Gadirea shadows and root it out.
The Elder Gods could
(ga-DEER-ee-a) never, must never, wake.
The mountain realm of Gadirea is second only to Olokunia in strength and stability, having retained
much of its Golden Age power and prosperity. The kingdom’s western border is the line of the Atlas
Mountains, which largely isolate it from the rest of Atlantis.
The kingdom is famed for its mineral resources. This vast wealth, mined from the eastern banks
of the mountain range, has made Gadirea one of the most powerful kingdoms in the empire. The
Cataclysm was a double-edged sword to the Gadireans, as the heaving mountains exposed new
mineral veins while simultaneously destroying most of the existing mining operations.
Gadirea has the second largest population of the Ten Kingdoms. The largest city is Kabir (ka-
BEER), the capital. Kabir is an inland city that dominates the major junction of ley-line roads. The

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ATLANTIS: The Second Age
second major city, and Gadirea’s only port, is Cardigiawn (kar-DIG-e-awn), located on the Bay of
Dyved (di-VED). Because of the multitude of rocky shoals near this harbor, landing at Cardigiawn
is exceedingly dangerous when the winter winds set in. As a result, much of Gadirea’s trade is carried
south along the ley-line roads, to the port of Atlantis.
The foreign population in Gadirea is large and diverse, making the food here some of the most
interesting in Atlantis. The climate in the Gadirean Mountains is cold and harsh, and clothing
tends to be heavier. Furs are common, with bear, deer, ram, and griffon being popular. Long, heavy
Valum Chivum is one of the linen tunics are worn by most, and thick cotton robes are also considered fashionable. Gadireans
few air-breather cities in which I tend to be wary and don’t give their friendship easily; once you win one over, however, you can
feel comfortable walking around. expect them to give their life for you.
Tritons are very common here Numerous tales are told of Gadirea’s mountains, from stories of lost mines, chilling accounts of
and nobody gives us a second cannibal ghosts, and rumors of hidden cities with walls of gold. Prospectors speak of finding a
glance. The Merchant Princes of hidden valley where hundreds of giant humanoid statues stand in rows, each one with a massive
Eudea have a generous standing hole in their chests over the heart. One of the greatest mysteries surrounds Mount Hazred, the
offer to any Triton tribe that tallest peak in the Atlas Mountains. This lonely mountain stands apart from its fellows and is
wants to set up a colony, but permanently shrouded in thick fog banks. Unearthly screeching noises regularly echo through the
my people are aware that this is mists. Numerous mining expeditions have failed to return from Mount Hazred and it is widely
simply a ploy: they hope that we regarded as cursed.
will fight the Makara for them.
Thalmia, Triton Sorceress

Mestea
(mess-TEE-ah)
The island kingdom of Mestea is the northernmost point of the Atlantean Empire. Few Mesteans
travel the interior of the rocky and forested island, instead keeping to the ley-line road that circles
the coast from the fishing port of Promeus (pro-ME-us) in the north to the capital city of Klymeus
(kli-ME-us) on the southern coast.
Promeus is primarily inhabited by fishermen who ply the seas nearby, amber-miners who dredge
the local marshes and swamps, and woodsmen who bring in fallen timber, furs, and hides, as well as
the merchants who trade in all their wares. A disreputable city, known as something of a last stand
for fugitives from Atlantean justice, smugglers of contraband and stolen merchandise, corsairs, and
pirates frequently pay visits to the port. The few Atlantean warships that travel this far north would
rather be somewhere else and rarely stay any longer than it takes to make a show of
force and reestablish Atlantean superiority.
In contrast, Klymeus is an active city situated on a hill, overlooking a large port.
The Saros observatory, renowned since the Golden Age, perches atop the highest
peak in the city. This ancient facility survived the Cataclysm, but sat largely dormant
during the Dark Ages. During the early years of the Dark Age, extensive repairs and
additions were conducted at the Saros Observatory. It now boasts a pair of large
telescopes with polished orichalcum mirrors and crystal lenses, as well as a variety
of other astronomical instruments. All of these find frequent use as astrologers( and
the occasional magician) from various lands come here to study the movements of
the stars and planets in the heavens, in the hopes of predicting the course of future
events.
Foreign dignitaries, nobles, and other notables often visit Klymeus seeking the
advice and counsel of its sages regarding events in both the past and future. Scribes,
chart-makers, and scholars all live and work in the village in hopes of one day
working in Saros. The astrologer-priests who maintain the Observatory are said
to have found evidence of past battles in the scars and craters of the moon, but
whispers in the ports claim that the holy seers have spotted something dangerous
looming in the future.
A ruined Golden Age city, Minoeus (min-OH-ee-us), sits deep inland.
Destroyed before the Cataclysm, Minoeus was never repaired. Stories hold that
the ruins are now overgrown and crumbling. Nonetheless, the towers and mines
below the ruined city are called home by a large group of diseased and afflicted
humanoids. Many of these lepers are simply ill, but an increasing number of them
bear the marks of alchemical mishaps and sorcerous mistakes. Tales from Promeus
claim that there are even a number of unconventional individuals who have chosen
to dwell in Minoeus so that they can conduct unorthodox experiments undisturbed.

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GEOGRAPHICA
Mnesea
(ne-SEE-ah)
Opposite Gadirea in the Atlas Mountains, Mnesea is a land of mines. Iron, tin, gold, silver,
and copper are all commonly found in Mnesea and much of the local economy is based on mining
and metalworking. Most of these raw materials and worked ores are used within the Atlantean
kingdoms instead of being shipped abroad. Mnesea’s coasts boast no large bays or harbors, and
few settlements. The coast is largely choked by the Sargasso Sea or filled with treacherous reefs
I’ve heard rumors that a new
and shoals. The local trading fleets are smaller than other Atlantean kingdoms because this land
power has arisen in Lascia. This
possesses no Vril circles or pyramids.
power is alternatively described
The only sizable city in the kingdom is the port of Mneseopolis (ne-SEE-ah-PO-lis). The as a brutal Netherman imprisoned
remaining settlements are mining and agricultural towns spread throughout the mountains and for mass murder, a necromancer
valleys, linked by a tenuous network of fading roads. A single ley-line road connects Mneseopolis whose undead minions tunneled
with Kabir across the mountains and Chaha further down the coast. into the prison, or a dark spirit
All Atlantean Mneseans serve in the kingdom’s military for a period of no less than five years. of despair that arose from the
During the Dark Ages, the monarchy forbade the use of hired mercenaries in place of noble service, amalgamation of a thousand
and since then the Mnesean military has risen in prominence. Mnesean mountaineers served notably damned souls. I hope that bronze
in both of the Amazon Wars, both against the Amazonian empire, and later against the Gorgos. door is very thick.
Now that there is little need for an active military in Mnesea; the government and monarchy uses Thalmia, Triton Sorceress
her troops as mercenary soldiers throughout the hemisphere. Mnesean military units tend to serve
together. Military rank is a source of pride and prestige among Mnesean Atlanteans, even after
active duty is completed, and a significant portion of the citizenry make a lifelong career out of
military service.
As many of its citizens spend a great deal of time in pursuit of martial prowess, the kingdom
relies heavily upon a human merchant class and a numerous slave population. Andamen slaves
toil in the mines, and are occasionally preyed upon in the dark depths by unseen things. Escaped
Nethermen form tribes and bandit circles in the mountain passes, at least until they are cleared
away by Mnesean infantry patrols. Uprisings and revolts amongst the slaves in various mines are a
periodic occurrence, and one that is a continual worry to the other Atlantean kingdoms who rely
heavily upon the substantial mineral resources of Mnesea.
The mountain peak known as Lascia (la-SEE-ah) once produced a great deal of ore during the
Golden Age. As its veins, tunnels and excavations yielded less and less ore, it was gradually turned
into an improvised prison. Criminal refuse of the empire was sent to toil in Lascia, locked away and
forced to toil unceasingly. A guarded tunnel at the base of Lascia winds over a kilometer into the
mountain and ends at a great bronze door fifteen meters tall and ten meters wide. Generations of
slaves, criminals, and failed experiments have passed through those doors, forgotten by the Empire,
never to be seen again.

It is so very easy for a Triton


to travel around Olokunia —
Olokunia the vast network of irrigation
(OL-O-kun-E-ah) canals, plentiful rivers, and deep
Traditionally regarded as the most prestigious of the Atlantean kingdoms, Olokunia is considered lakes make this place a haven on
a great and powerful nation in its own right, that it is also the center of the Atlantean Empire is a land. It’s also really easy to make
jewel in its crown. In many ways it is the heart of the Empire, a center of trade, culture, and learning your escape after a second-story
with traditions echoing back to past ages. job…if you take my meaning.
The Plain of Obatala remains the heartland of Atlantean farming. Plantations owned by nobles The wilderness areas are no less
and small farming villages populated by slaves dot fertile valleys across the plain; though large areas plentiful or deadly than any
have now reverted to wilderness, grazed by herds of wild animals and haunted by outcasts and other kingdom, however, and
bandits. you should swim with care.
Thalmia, Triton Sorceress
Four great cities circle Lake Kivu (kee-VU), built on and from the ruins of Golden Age cities.
Findias (FIN-dee-ahs), Gorias (GORE-ee-ahs), Murias (MOO-ree-ahs), and Falias (FAL-ee-ahs)
have been largely rebuilt to their Golden Age splendor, each replete with plazas, gardens, monuments,
and amphitheatres built in Atlantean architectural styles. Many of these recent constructions have
reused the very stones of the past, salvaging marble and granite, obsidian, and iron where they can.
Largely reduced in population from their height in past ages, each of these cities tolerates piles of
rubble and ruins either nearby or sometimes within the very heart of their boundaries. These ruins
occasionally shelter runaway slaves or host illicit meetings.
Greater than all of these cities is the city of Atlantis (at-LAN-tis), capitol of the kingdom as

59
ATLANTIS: The Second Age
well as capitol of the Empire. Described as the foremost wonder of the world at its height, Atlantis
still clings to prominence, holding tight to its traditions while spreading its influence far and wide.
The regent of Olokunia traditionally resides in a prodigious tower of black stone, Vril-glass, and
orichalcum built during the height of the Golden Age. This same sovereign is also the ruler of the
Atlantean Empire and in that capacity is known formally as the Lord of All Seas. Olokunia is the
The Osorapeans most populous of all the Atlantean kingdoms, and home to the largest foreign population as well.
(The Black Guard, the
Osors, the Dark Sons)
The capital city of Atlantis
is guarded by an elite guard The City Of Atlantis
known as the Osorapeans. Despite the widespread devastation caused during the Great Cataclysm, the city of Atlantis
Dressed in steel and black managed to survive, though it was not unscathed. In the ages since, some locations have been
leather with the symbol of
rebuilt or restored, while other parts of the city seem to be in a state of arrested decay. Sprawling
Osorapis on their helmets,
the Osorapeans are the best
and massive, the city remains one of the largest in the world and it frequently inspires awe in visitors
trained, best equipped fighting who see it for the first time.
force in the city. Above all, Atlantis boasts a sizable port district that is, in turn, supported by a wonder of the past: the vast
the Black Guard’s mission is Canal of Olokun. Many hundreds of kilometers long, still lined in places with polished marble,
to see to the well-being of all the Canal of Olokun was originally constructed to allow the passage of ships from the ocean to
Atlanteans in the city, and to Atlantis and further inland to Lake Kivu, as well as provide additional irrigation to the surrounding
keep the peace. They are given countryside. Dotted with locks along its length, the flow of the canal controls the passage of
wide latitudes when pursuing freshwater out toward the sea as well as allowing ships powered by either oars or crystal matrices to
these goals and covert
travel in either direction.
operations are not unheard of
when dealing with some of the Many of the ancient city’s major structures are built of finely hewn blocks of stone. The circular
less savory characters dwelling walls surrounding the city, and important islands within it, are all plated with various metals: brass,
in the jewel of the Atlantean tin, copper, and orichalcum. The walls of the more important government buildings are plated with
Empire. the same materials, but are also etched with whisping, geometric designs that appear to scintillate
No one dares to make a when the sun hits them from the correct angle. Newer structures tend to mimic the older ones in
stand or even confront the Black architectural style, and the wealthiest Atlanteans build in traditional materials, but constructions of
Guard and it is best to leave the wood and clay can be found away from the main thoroughfares.
city if one harms or actually kills
one of their members. Before
Spread over several islands, connected by the waterways of the Canal of Olokun, Atlantis has
one can wear the helm of an several notable districts. Wealthy Atlanteans travel in stately fashion through the city aboard boats
Osorapean, they must train on powered by Vril or poled by servants. The poorer citizens of the city may hire such craft on occasion,
the island of Diaprepea at the but, like slaves in the city, they travel by foot around and across the veritable maze of bridges,
academy there for two years. streets, and alleyways.
Once the training is done, the Dominating the city’s skyline is the Hill of the Orixa (uh-REE-shuh). The primary and most
man or woman is considered sacred site in the city, the pinnacle of this mount supports a large Vril pyramid. Built of polished
near-nobility and may pass
white marble and inlaid with patterns of orichalcum, the pyramid is visible from a great distance
along some of the benefits to
their firstborn child.
by day and is lit by Vril-light and torches by night. The entire hill is surrounded by a high wall,
All Osorapeans are guarded to prevent admittance to any but the extensive royal family, and the priests and nacaals
considered equal, and this who perform sacred ceremonies. During festival days, the gates to the temple grounds are open
is one of the only ways non- and the populace is free to pay their respects to the Orixa in the grandest temples upon the globe.
Atlanteans can achieve some The inner harbor or “Royal Harbor” is situated in the center of the Royal District where the
sort of status in the city. Tower of the Sea Lord overlooks much of the city. In addition, palaces for each of the other kingdoms
Housing is provided in a district house the extended families of the nobility of the Empire. Elaborate gardens, the dwellings of nacaals
close to the harbors for the and high priests, and the more modest homes of lesser nobles fill the remainder of the island’s space.
Black Guard and their families,
Only authorized visitors are allowed into this district, which tends to be heavily patrolled by honor
and they are well protected and
looked after. Some fear that the guards from each kingdom. Frequent ornate balls, exclusive operatic performances, and fanciful
Guard are amassing too much dinner parties are held here, and on such occasions both the canals and bridges into the district are
political power and will and are filled with the riches of the Empire. Heroes of the Empire are also allowed residence, particularly
looking into ways of bringing during the most important festival of Olokun, Sea Day. The Royal District is said to have suffered
down the force. Those caught the least since the Golden Age and it is a constant source of pride for all Atlanteans.
in the middle should beware. Another notable harbor is the Heroes Harbor. This anchorage is surrounded by the Garden
District. An ancient Atlantean university occupies a significant portion of the land here. Parts of
it were destroyed after the Cataclysm, and in the Modern Age many of its buildings have been
appropriated for other uses, such as art galleries and foreign embassies. Still, its tradition and
prestige are strong enough that young priests, wizards, alchemists, and scholars continue to come
here to be trained in the knowledge of the world. Anyone may visit here during daylight hours,
but guardsmen patrol by night to ensure the safety of the treasures kept here. Tavern tales say that
there are locked rooms in the University that hide forgotten laboratories and alchemical workshops.

60
GEOGRAPHICA

Though such tales may be little more than fanciful rumor, the waters around Heroes Harbor are a
constant source of pollution for nearby waterways as the effluvia of alchemical work unceasingly
seeps into the canals.
The Great Harbor is the largest public harbor in the city of Atlantis. Wealthy merchants and
heroes from around the seas come here to unload their wealth and wonders. Vril-lights shine
here day and night, both above and below the water. Warehouses and port facilities, fishermen
and shipwrights, all make this area home. Adjoining the Great Harbor are sections of the city
containing hostels, inns, tenements, and apartments for the poor and working class visitors, sailors,
itinerant peddlers, and journeymen crafters. This Wharf District is poorly maintained and little of
the Empire’s wealth has been spent to make any repairs here. Buried inside the Wharf District are
large portions of the old city, half-submerged from the time of the Cataclysm. Amongst the rotting
and slowly sinking buildings are a number of infamous gambling dens, saloons, drug dens, and
ale houses. Petty crime tends to be rampant here and the city guard rarely investigates the thefts,
burglaries, and muggings that occur unless an Atlantean is victimized. Stories of travelers, vagrants,
and others who will not be missed vanishing from their beds or being abducted off of the nighttime
streets and alleyways to be sold off as rowers or slaves in foreign lands are commonplace.
A large ley-line concourse curves around one end of the Wharf District linking the Great
Harbor at one end to the Garden District at the other. Known formally as the Boulevard of Dreams,
the strip of businesses and manors along this Vril-glass road are called the Silver Ring. Merchant- I’ve traveled to the city of
princes, minor nobles whose fortunes are in decline, foreign princes whose status is on the rise: all of Atlantis several times during my
these and more live along the Silver Ring. Trapped between the opulence of the Garden District and journeys and each visit makes me
the desperation of the Wharf, a ruthless and competitive spirit fills these courtiers and merchants, hate the city and those that live
and rumors of their complex betrayals, trade wars, and the occasional murder plot fill every tavern. there more and more. If not for
Near the external wall of the city is a district known as the Foreigner’s Quarter. The majority my companions prying my fingers
of foreigners and non-humans who are neither slaves nor gladiators live in this section of the city. from around his neck, I would
Though there are no laws that forbid foreigners from living elsewhere, anyone who does not hold to have killed the condescending
Olokunian customs and styles of dress finds it difficult at best to rent or purchase housing anywhere merchant who scoffed at selling
else in the city. Within the Foreigner’s Quarter is a second neighborhood. called the Haunted Ward. “a foreign brute a sword made of
Comprised mainly of ruins, unrepaired since the Cataclysm, as well as countless years of refuse and Atlantean steel”.
rubbish, the Haunted Ward is shunned by the sane and healthy. Eerie noises and strange lights Donobey of Nubia
occasionally emanate from the area at night, and during the day it is unnaturally silent.

61
ATLANTIS: The Second Age
Names Names
Atlanteans and Hesperan Atlanteans and Hesperan
Male Female Male Female
Abidemi Abeni Olamilekan Lelia
Abiodun Abimbola Olanrewaju Lenore
Abioye Adebowale Olufemi Ligia
Adegoke Adetokunbo Olufunmilayo Lycoris
Adisa Alaba Olujimi Lydia
Afolabi Anthea Olukayode Mojisola
Agesilaus Aspasia Olumide Monifa
Agis Asta Oluwaseun Myra
Amadi Ayo Opeyemi Nerissa
Antiochus Ayomide Peder Olamide
Antipater Bolanle Qualyn Olayinka
Ayodele Cybele Thamyris Olubunmi
Ayokunle Dada Thanos Olufunke
Ayotunde Dayo Theodosios Olufunmilola
Babajide Delbin Theophile Oluwasegun
Babatunde Delphoine Thespis Omolara
Bamidele Demeter Titos Oni
Borchuka Eniola Todor Pelagia
Bosede Eudosia Uranus Phaedra
Busiris Eugenie Vasilis Simisola
Callimachus Evadne Wymaz Temitope
Cassander Folami Xenophanes Titilayo
Cheech Gaea Xenophon Yejide
Cimon Galatea Yolo Yewande
Darmanu Gbemisola Zephyrus Yewande
Demosthenes Grette Zotikos Zari
Ekundayo Helen
Enitan Helia
Euthydemus Hera
Femi Hesper
Halyu Ife
Idowu Ige
Ikantha Jacinthe
Jeru Jocasta
Kayin Kaia
Kayode Kairos
Lanre Kalcya
Lekan Kalonice
Metnu Kama
Naul Lalage
Olabode LanaLeda

62
GEOGRAPHICA
Atlantean Flora
NOTE: Flora found on Atlantis is also found on Hesperia

Eglen
These evergreen spruce trees dot the mountains and highlands of the northern Atlantean islands.
They grow to prodigious heights and help to fuel the Atlantean timber industry. Eglen that grow
near the sea are sometimes known as Gilvinas. The salt-water somehow affects the trees, causing
them to appear to weep salt tears through the winter months. Eglen are used for a wide variety of
products and reasons, from the medicinal to construction to ornamental needs. Gilvinas bark can
be brewed to produce a poison that affects only reptiles, including it is said, the Annunaki.
Effect: Gilvinas poison is an alchemical concoction, DoD -12, that is a strength 8 poison to
reptiles, including the Ahl-at-Rab.

Acheroipa
A species of white poplar that is common through Olokunia, Elassippea, and Eudea, the
Acheroipa is said to be sacred to a number of the Orixa. Atlantean war-heroes commonly do not
acknowledge their military successes until they both return to Atlantis and wear a crown of woven
Acheroipa. The trees grow well along the shores and rivers of the central Atlantean region and many
Atlantean nobles once planted them alongside their own hereditary blackwood trees. Acheroipa also
attract many species of butterflies which make their groves a favored spot for young lovers.
Effect: Ornamental and sometimes considered sacred.

Onnin
A native species of ash tree, Onnin are favored by the Atlanteans for a many varieties of
construction. Sometimes called “endless end” for the heartwood of an onnin tree is inimical to the
Jinn in much the same way that iron is, but only if it is prepared properly. Unfortunately, the dried
bark of the Onnin is highly flammable and as such it must be transported carefully after being
felled.
Effect: Onnin heartwood can be alchemically treated, DoD -25, through rarely known First
Age alchemical science to have the same effect as iron to Jinn. Onnin bark is more likely to
catch fire, and can be substituted for rose petals when crafting Iosis.

Yugandacae
This species of walnut grows across the central to southern Atlantean regions. Young versions
of this tree are indistinguishable from other variety of walnut, but as the tree ages, it draws in flows
of local vril to grow much taller than other varieties. The great shells from the nuts of a mature
adult Yugandacae can be used as a single person coracle, capable of navigating not only the rivers of
Atlantis, but in skilled hands can even be used to venture out upon the seas.
Effect: Giant nuts can be crafted into one-man watercraft.

Bazil Kapok
A species of ceiba tree that grows throughout Amphisea’s tropical Eseasar jungle, the Bazil
Kapok grows to prodigious sizes. Local woodcutters do not fell these trees for fear of setting free
demons, Jinn, or all manner of other dangerous creatures that are believed to reside inside the great
trunks. The seed pods of the tree produce fine down that can be spun into cloth and fallen trees are
used for all manner of construction by the Atlanteans.
Effect: Timber and cloth production.

63
ATLANTIS: The Second Age

64
GEOGRAPHICA

65
ATLANTIS: The Second Age
Atlantis Map Location Key
The locations presented below are bare bones’ descriptions to use as plot hooks for GMs. These locations can be as involved as the GM
wants and are listed to add a little flavor to an existing game.
1: Pool of the Sky Mammoths 10: The City of Bones
In the rolling hills of Mnesea lies a large cave complex holding Built around and on the remains of the petrified bones of the last
a large pool of water. The pool is used by the Atlantean mammoths true giant is the City of Bones. Founded by a Tauran after the First
as they migrate south during the rainy seasons. Andamen shamans Beast War, the skeleton now houses over a hundred stone buildings
believe a great moth spirit resides at the lake and imparts wisdom tocarved out of the cyclopean remains scattered over a 10km range.
those that listen. Fifty years ago the entire community died of a virulent plague in a
2: Cave of the Talking Heads single night.
A small network of caves at the base of the Nujomo Mountain 11: Bosedes’ Gullet
Range in Amphisea. Sitting in the roughhewn alcoves of the cave are A great underground river that spills into the Sea of Lost Souls.
the mummified heads of a First Age order of sorcerers. The heads are For years pirates have made the Gullet their haven and used it to
said to speak to only the most worthy of souls. attack settlements and villages further inland where the river opens.
3:Tower of the Necromancer In recent years the authorities have tried to patrol the underground
The twisted black tower sits in the blasted and crumbling river but have encountered resistance in the form of subterranean
courtyard of Mal’Sorkumar the Necromancer. The land and the Nethermen tribes.
crumbling ruins are patrolled heavily and considered forbidden 12: Ochosi’s Rock
ground to any but those given permission by the ruling body of A large obsidian stone near the Zarzis in Elassippea. Those
Atlantis. Strange lights dance at the top of the tower when the moon wronged and seeking justice leave offerings here for the god of justice
is obscured. to take up their cause.
4: Hill of the Howler 13: The Bloody Coast
Site of an ancient First Age battle, the hill can be seen for miles So named for the red sands and coral that mark this southern
on the plains of Eudea. A lone ancient spear juts from the hill, stretch of Atlantean coastline, the Bloody Coast also serves as a
covered in tatters of banners and keepsakes of the fallen. The lone tribute of sorts to those citizens of Autochthea lost during the
spear belongs to a forgotten warrior and legends say that he was Cataclysm. Some carry vials of the red sand when traveling far from
the last of his regiment, and with his trusted hound held the hill home as a reminder of past loss, while others claim that the vials
for three days against a legion of opponents before he fell, his spear serve as a means to ward off spirits.
the only remaining artifact of his passing. Warriors that are dying 14: The Impossible Academy
ask that their bodies and belonging be buried on the hill with the This school for magicians clings to Jaddress Island, a tiny rock
forgotten warrior. Grave robbers and some unfortunates who stray spur in the River Olukun. The master of Jaddress is a fearsome
too close to the hill hear the guttural wail of the howler, a spectralindividual by the name of A-Thuk Dwar. Master Dwar is said to be
beast that protects those interred there. half-demon and drinks the blood of a fallen god to keep young. The
5: Valley of the Ibeji price for attending the academy is ten slaves a year; these slaves are
The valley lies deep in the Garderian mountain range and sits brought to the great vault beneath the island, never to be seen again.
between two small mountains known as the twin Ibeji. At the very 15: Resurrection Rock
center of the valley is a small ancient well with cool dark waters at In the Mount Hazred mountain range is a rock formation said
the bottom. to be stained with the blood of Olódùmarè. Legends say that the
6: The Road of Kings righteous dead can be laid to rest on the red peak and be restored
Once the Vril road touched every city on Atlantis but now the to life within nine days. Those deemed not worthy roam the
broken green-and-gold road stretches only 20 miles from Atlantis surrounding area as revenants hungry for the souls of the living.
and winds north. 16: Ba’al’s Throat
7: The Temple of the Nameless One Used by a secret sect of religious assassins following twisted
Two hundred years ago, escaped slaves from Gondwanna built precepts of the demon Ba’al. This unmarked cave system begins
a crude temple to a forgotten wilderness god in the jungles of Azae. with a lengthy descending tunnel that opens into a massive cavity of
Atlanteans sent to retrieve the slaves laid siege to the temple for deadly hot pools of sulfur water and magma, deafened by continuous
100 days before finally breaking in and slaughtering everyone. The roaring from the depths of the planet. The abundant Vril-infused
temple was torn down but the ruins still hold many secrets. magma is used to make all the assassins’ masterwork weapons, which
8: Salt Marshes of Erinle are regarded as some of the finest in the land. A second tunnel ascends
A dangerous salt marsh off the western coast of Eudea. The wild into an enclosed meadow of unparalleled beauty. The forefathers of
roots and plants that grow here are eagerly sought after by alchemists. the assassins’ guild developed the meadow into a garden of paradise.
At the center of the marsh are the petrified remains of a behemoth. They use the cave system to initiate potential students, drugging
Its bones rise above the marsh, forming an unnatural island. them with hallucinogens and taking them to witness the promised
rewards of a “heavenly repose.” Those who fail or betray the guild
9: Black Cage Canyon
(or accidentally stumble upon this secret place) are cast into “the fire
The site of the first Nethermen rebellion and home to several and flame of hell.”
Nethermen tribes. The Nethermen here belong to some of the first
ever created and they take pride in the fact.

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GEOGRAPHICA

67
Elysium Sea

68
Elysium Sea Region
The Elysium Sea lies between Tamoanchan and Eria in the east and Jambu, Mu and Lemuria
in the west. Dotted with small islands, the region is home to many diverse peoples. A dark-skinned
race of humans, the Manuans, is a powerful force in these waters, as are the tall, green-skinned
Tritons of the ocean shallows.
During the time of the Anunnaki, the islands were under the total thrall of the Ophidians,
but upon the advent of Atlantis, the humans who settled here pushed the snakemen away. The
strong-willed humans here have successfully destroyed every aspect of the Anunnaki presence on
the islands. Though no word of it exists in Atlantean history books, early on they even managed
to shrug off the yoke of their Atlantean masters. The proud people of the Elysium Sea cannot
remember ever having outside masters and have lived in relative peace for centuries.
Once, three centuries ago, the only real distinction that could be made concerning political
affiliations was a very basic one between sea-people and island-people. Each island was an entity
unto itself, with little contact and no reason to unite. The rise of the warrior tribes of Manua,
however, changed this. Many islands found it necessary to band together into loose confederations
to resist Manuan domination. Today, there are fierce nations in these waters: Manua, Ogata, Tora,
Elysium and Munark. The warrior tribes of Manua rule the islands of Nonamato (no-na-MA-to),
Manawak (MAH-na-wak), Manuk (MA-nuk), Melekuala (me-le-KWA-la) and Samai (sa-MY).
They have subjugated the peoples of these islands, and rule through military force.
The nation of Ogata was formed to resist the early expansionism of Manua. It includes the
islands of Ogaramango (o-ga-ra-MAN-go), Temuah (te-MU-ah) and Salawati (sa-la-WA-te). Each
is ruled independently by an indigenous tribe, but they have agreed to cooperate at the first sign of
aggression from the Manuans. Temuah and Salawati are the only islands in this ocean where land-
based agriculture is practiced. The people are dark-skinned and of medium height and build. They
know nothing of metalworking and use only stone implements.
Tora is a confederation whose denizens consist of people exiled from other realms who have
banded together to cooperate against their common enemies. Each of the four islands was settled
from a different area: Rapa Nui (RA-pa-NU-ee) from Ogaramango, Matui (ma-TU-ee) from
Khitai, Orongo (o-RON-go) from Samal and Tamaka (ta-MA-ka) from Salawati. They are each
independently ruled, coming together only for a common defense. The island of Moto Nui (MO-
to-nu-ee), part of the same island group, is said to be home to a struggling tribe of Owlmen whose
numbers were drastically reduced by warfare and magical plagues over the last two centuries. Now There is much debate about
numbering only a few dozen, they seek isolation and are believed to shun contact with other races. whether the island of Vanua
The Tritons of these waters rule the nation of Elysium. That is to say, all the waters of the is indeed cursed or, if it is,
Elysium Sea and the sacred island of Elysium itself. These Tritons are nomadic, roaming the ocean what the nature of that curse
in extended family groups or other bands, including merchants, adventurers, corsairs and even may in fact be. Does the curse
ruffians and bandits. The Tritons tolerate others in their seas, but impose a death penalty against only affect items taken from
any who set foot upon the island of Elysium, which they consider a holy place. the island or do the people
The sea-traveling nomad tribes, which hold no permanent territory, represent a significant who take things wind up
population, in terms of both number and power. Though completely independent of each other, cursed? There are a small,
some are allied through various trade agreements or defense purposes. They consider the islands vanishing number of people
of Manocnac (ma-NOK-nak), Temareta (te-ma-RA-ta) and Nakua (na-KU-a) as their home willing to test the curses of the
territories, though no tribe stays more than a season or so upon any one island each year. The three gods or of ancient powers.
islands, and all of the tribes, are known by the collective name of Munark. They are tall, primitive The Nethermen of Vanua,
and highly superstitious. distorted over the centuries
by inbreeding and what seems
Other islands of note include Kusa (KU-sa), Pulo (PU-lo), Oguamana (oh-gwa-MAHN-a),
to be exposure to tainted Vril,
Tarawa (ta-RA-wa), Maninoa (man-i-NO-a), Jokaz (JO-kaz), Vanua (van-OW) and Managuak
claim that the reach of their
(man-OG-wok). Kusa is said to be haunted by an assortment of spirits, minor demons and devils.
jealous and greedy gods is long.
No native of this region will dare set foot on the isle, despite the rumors that Kusa’s jungles contain
treasure buried here long ago by Sheban corsairs. Caerwyn Ironjaw, Lemurian

The Lonely Islands


Isolated islands in the Elysium Sea often support tiny communities of less than two
dozen people. These clans are usually horribly inbred and take on repulsive practices
such as incest and cannibalism. Some of these clans worship dark powers. Something
stirs in the Elysium Sea, actively seeking out these communities for their worship.

69
ATLANTIS: The Second Age
Pulo is home to a tribe of huge, black-skinned Ogres who hold a small human population in
Tagaloa Stones slavery. No one visits this island unless shipwrecked or ignorant of the situation. There are rumors
The islands of the Elysium of a great gold mine on the island, worked by the slaves and somehow accessible from the sea, but
Sea are littered with what the no one has ever substantiated these stories.
indigenous people call the Oguamana is a young island, formed by recent volcanic activity. The volcano is still erupting
Tagaloa (TAH-gah-LOW-ah)
regularly and the island is believed to be uninhabited.
Stones. These cyclopean,
rough-hewn rocks stand Tarawa is an island about which little is known. Jagged rocks and perilous currents surround
over 12 meters high and 5 this isle, making it inaccessible by ship. Certain local tribesmen come here nevertheless, as the
meters wide and are said to waters around the isle are said to be rich in pearl-bearing mollusks.
have been dropped from the Maninoa is another island of mystery and is generally avoided. It is believed to be the home of
heavens by the god Tagaloa an old and powerful wizard, who is said to have a number of fiendish, inhuman companions. Many
himself. The stones are Vril wild rumors circulate about Maninoa and its strange inhabitants, but no one knows for certain the
markers and represent places happenings on this island.
of great power. Each stone is
guarded by a ring of wooden The island of Vanou is a blasted crater of an island littered with the bleached bones of a lost
tikis all facing outward. The people. Scattered around the craggy lifeless island are strange and dangerous artifacts of a bygone
tikis are maintained by local era. A lone red monolith with a carved face is the only standing artifact among the many ruins.
shamans and are freshly Some speculate that the monolith is a twisted and perverted Tagaloa stone experimented on by the
painted each year at the end Anunnaki when they ruled the island. An aggressive tribe of Nethermen protects the island from
of the month of Adaru. outsiders, killing and eating any who set foot of the barren rock. Trinkets and items taken from the
island are said to be cursed and always compel the taker to bring the item home or suffer terrible
fates. It is rumored that a great treasure sits in a tomb of the monolith waiting for the island’s curse
to be broken.
The isle of Jokaz is another island steeped in legend and is supposedly home to a fierce and
intelligent turtle. Known far and wide as an oracle of great prescience, the turtle is of great age,
tremendous size and awesome power. Wizards and heroes have been known to go on quests to
seek her advice and wisdom. As the turtle values her privacy — and treasure — she is said to have
constructed ingenious obstacles to protect the island from all but the most dedicated and skilled
seekers.
Managuak is an idyllic island paradise without a native population. It is not far from the
forbidden Triton island of Elysium and there are many who believe it to be another Triton sacred
place. It is, however, frequently visited by various nomadic sea tribes as a source of supplies and
it is often a haven from storms; no grief has ever come to these visitors. The candlenut trees here
provide the best and most potent pigments for the sacred tattoos worn by the people of the region.
The Triton tribes here often
The Elysium Sea teems with life, as do many of the islands themselves. Enriched by a climate
suffer from a strange affliction
made ideal by favorable water and air currents, the region is alive with plants and animals of every
called the Great Thirst. This
size and description. Most of the islands are rich in tropical vegetation, just as the seas abound in
illness of the mind causes
undersea plant life. There are few mammals on any of the islands, but birds, insects, amphibians
tribesmen to seek out the deep-
and reptiles are all common. A few remnants of the great dinosaurs still survive on some of the
sea trench known as Y’layr’s
larger islands, but these are rare. The most frequently used materials for tools, utensils, weapons
Deep. Whatever the cause of this
and other implements are shells, bamboo and stone. The only metals that are worked by any of
malady, those that go to Y’layr’s
the Elysium Sea tribes are gold, silver and copper; these are used only for jewelry and decorations.
Deep never return.
Some metal items do find their way to tribal chiefs and heroes on the islands as a result of trade with
Thalmia, Triton Sorceress
Jambu and Tamoanchan, but such items are rarities.
Because mammals are scarce, leather is a rare commodity. Durable goods are made either of
reptile or shark hides (or, on some occasions, from human skins). By the same token, bows are
a badge of the veteran warrior because the tendons used in bowstrings traditionally come from
vanquished foes. The most common weaponry usually consists of shark-tooth clubs, conch (used
as clubs) and barbed spears.
Most tribes of the region depend upon the sea for sustenance and support; only the tribe on
Salawati uses land resources more than those of the ocean for food and other essentials.
There are many small islands dotting the Elysium Sea that are not shown on any of the maps in
this book, and are not described here. Such islands may be quite ordinary, though a few may be as
strange and mysterious as any discussed here.

70
GEOGRAPHICA
Elysium
(el-EE-zee-um)
The aquatic Triton nation of Elysium claims all of the waters, the sea bottoms below them and
the sacred island of Elysium itself, from Tamoanchan and Eria to the coasts of Mu, Lemuria and
Khitai. None may tread upon the sacred isle, but the waters are made free to any who wish to travel
them. These waters are home to the Triton people, who range far and wide upon their marvelous
Hippocampus steeds. My people do not “spawn”.
The nation of Elysium is made up of many small, interrelated tribes of Tritons, though some Traditionally, the Elysian Tritons
have given up the traditional familial tribal groups to join other bands formed around particular do gather at the sacred island
occupations or goals. Tribes are generally nomadic in nature, following the migrations of fish or to pair their unmarried young
other schools of marine wildlife. Some, however, settle in coastal shallows to work small sea farms, who’ve turned “of age” that year.
while various groups range from one end of the ocean to the other, engaged in trade with the land If this is “spawning” then so, too,
folk on the shores of the great sea. A very few are known to act as corsairs, raiding ships and coastal is every Atlantean debutant ball.
settlements without warning. Thalmia, Triton Sorceress
There is little in the way of overall unity to the nation. Each tribe has its own chief and follows
customs and traditions that may vary considerably from other groups. Once every year, the tribes
assemble off the island of Elysium for a series of festivals. Intertribal problems are settled, marriages
are solemnized and trade is carried out among the tribes.
The sacred isle is vital to the cultural and ritualistic lives of all Tritons. The island plays a major
part in many traditional elements of the culture, from acting as the traditional spawning ground to
being a favored place for burial. Though most land-based races may not set foot upon Elysium, the
isle is not uninhabited. Nymphs, nature spirits and magical animals and plants live here under the
protection of the Tritons. The land is lush and rich, with abundant food and water and hospitable
weather year-round. It is also reputed to be rich in gems and precious stones.

Manua
(ma-NU-a)
The most coherent multi-island nation in the Elysium Sea, Manua is a land of short, dark-
skinned sea-warriors. Originally from Nonamato and Kusa, the Manuans have conquered the
human tribes on Nonamato, Manawak, Manuk, Melekuala, and Samai, and are believed to be
interested in further expansion. The realm is not now at war with any nation, but is hostile towards
both Ogata and Tora.
The Manuans are fierce fighters who prefer death to retreat or surrender. They wear crude
but effective armor constructed of various materials, including bone lamellar, shark’s hide and the The waters around Elysium
spiked skin of a particular species of blowfish native to this region. Shark-toothed clubs, barbed are littered with wrecks. The
spears and crude short bows are their favorite weapons. Excellent seamen, the Manuans employ Triton tribes typically swim under
outrigger canoes (up to 20 meters long) in their raids. They will attack other craft on sight in most intruding vessels and drill holes in
cases and have been known to engage in battle with the giant Kraken and Leviathans that roam the their hulls until they sink. Face-to-
waters of the Elysium Sea. face combat is rarely required.
The Manuan capital of Nan Matal (NAN MAH-tal) is the closest thing to an actual city in this Thalmia, Triton Sorceress
region. It consists of over one hundred thatch huts of various sizes, all erected on sturdy bamboo
stilts. Travel between huts is by canoe; each family owns at least one small craft used exclusively
for this purpose. The Manuans worship a nameless sea god, whom they depict as a serpent of great
size and power. Consequently, they will not harm or threaten any of the sea serpents found in their
territorial waters, believing these creatures to be the representatives of their fearful patron deity.
Their priests wear elaborate dragon masks and are said to be able to communicate with all types of
dragons.
The island of Nonamato (no-na-MA-to) is rich and diverse. Lofty mountains separate the lush
and fertile western region from an inhospitable eastern shore, and human tribes (fisher-gatherer,
extended-family groups) roam the land and the island’s offshore waters. The only settlement of note
is Nan Matal, the capital of the realm.
The remaining Manuan islands of Manawak, Manuk, Melekuala and Samai are also inhabited
primarily by semi-nomadic human fisher-gatherers. Each island has an individual tribe with unique
customs and traditions, but overall they are very similar. The Manuan overlords have stationed
contingents of warriors on each to control the local population. There are a number of smaller
islands within the waters claimed by Manua, but these are mostly uninhabited, isolated and
generally devoid of any redeeming qualities.

71
ATLANTIS: The Second Age
The Painted Munark
People (MU-nark)
Many of the people of the Though Munark seems at first glance to be the least cohesive of all the nations of the Elysium
Elysium region are tattooed Sea, in many respects it is far stronger than any of its neighbors. Whereas most of the tribes of these
in some way. The tattoos are
seas have banded into nations for temporary purposes of material self-interest, the Great Tribe of
always done by a shaman and
Munark is a long-standing entity to which each of the individual tribes that comprise it gives their
are said to infuse the person’s
genealogy, family legends and loyalty.
personal history along with Munark’s culture is in many ways similar to that of the Elysium Tritons. Individual tribes of
powerful magic into the very nomadic extended-family groups roam the waters of the ocean constantly. Each tribe is free to make
soul of the wearer. The designs its own way in the world, but all are bound by complex intertribal treaties to form the Great Tribe.
denote station, wealth and Each tribe of nomads is part of the Great Tribe. Each year, they gather at Manocnac to settle
vocation in the society and are disputes and pass on information in council meetings held among all the chiefs of the individual
easily read by others.
tribes; the rest of the year, each chief leads his tribe as he sees fit. Though similar in appearance
A girl’s right hand is tattooed
by the age of twelve. Only after (dark-skinned, tall, broad of build), each tribe has its own distinct facial markings (paint, tattoo,
that are they allowed to prepare etc.) and colorful mode of dress.
the meals and to participate in On the whole, Munark is neutral towards Manua, Ogata, and Tora. The nomads are looked
the rubbing of dead bodies with upon as a source of trade goods and information and so are generally free to stop at any island to
coconut oil. hunt, gather supplies, make repairs and otherwise make use of safe havens. Toward the Tritons,they
The tattoos of women are are peaceful and often allied, and their attitude is returned in kind. Munark holds the Tritons in
less extensive than the tattoos special regard and they are treated as members of the Great Tribe; the nomads are favored in turn
seen on men, generally being
by the Triton nation.
limited to the hand, arms, feet,
ears and lips. Women of rank Munark claims three islands as homelands for the Great Tribe: Manocnac, Temareta, and
or wealth may have their legs Nakua. These islands serve as meeting places, safe havens and bases, but the tribes actually travel
tattooed as well. the length and breadth of the Elysium Sea, and sometimes beyond, with no real home beyond the
These designs are said to sea, the sky and the rafts beneath their feet.
also be ancient pacts made
with all the sea creatures of the
Elysium, protecting them from
harm while in the waters. Other
decorations supposedly give
Ogata
(o-GA-ta)
prowess in battle or special
protection from enemies. The nation of Ogata is a loose alliance of island tribes formed to counter possible aggression
from Manua. The alliance is tenuous at best and would quickly disintegrate in the absence of the
Manuan threat.
The three main islands of Ogata are Ogaramango, Temuah, and Salawati, each inhabited by a
culturally distinct human tribe. Ogata also includes a large number of smaller islands in and among
Moai Stone Giants these major isles and lays claim to all the offshore waters as well. Elysium Tritons, however, use the
Monolithic human figures shallows and the deserted islands are frequently used as stopover points by sea-nomads and other
carved in stone by the Rapa travelers.
Nui people are erected over The people of Ogaramango are the fiercest, most determined adversaries of the Manuans.
ley lines that encircle the
Competitive in nature, this tribe stresses physical development and military prowess. A splinter
island. The Moai (mo-EYE)
are said to house the souls of
group of the tribe, forced out of Ogaramango after a brief civil war, settled the island of Rapa Nui.
their ancestors and protect the A peaceful fisher-gatherer culture inhabits the island of Temuah. They are content with their
island from the rising of Avaiki
every thirteen years. One out
of every ten Moai is a powerful
Vril collector, much like a Vril Hine-nui-te-po, the Goddess of Darkness
circle. The power collected is No one knows the origin of the woman Hine-nui-te-po (HI-ne-NOO-ee-tay-po) or if she
channeled to a great Moai on is even human, but she roams the seas in a vessel made from the shell of a large turtle and
a hill at the center of the island. the bones of Leviathans. The tall, dark woman weeps black tears and a remorseful moan
When activated, the great heralds her eminent arrival. She is surrounded by ever-shifting shadows and accompanied
Moai calls forth the ancestor by the animated corpses of recently dead heroes from nearby islands. The boat carries
spirits of the Rapa Nui people thousands of corpses stacked head to toe and is propelled by skeletal oarsmen.
to defend the island. In the last She often arrives at an island and goes inland to gather the bodies of the dead and
hundred years, the activation sometimes aids those in need. At other times she has been known to leave pestilence and
of the great monolith has disease in her wake when she gathers the dead, killing nearby villagers. Where she goes
sometimes caused massive and when she arrives is anyone’s guess as she travels with no rhyme or reason.
earthquakes that shake the Depending on her mood, Hine-nui-te-po may invite a traveler to dine with her or offer a
entire Elysium region, causing favor. At other times, she will take a liking to a hero and demand that he join her crew and
untold destruction. roam the Elysium until the stars die.

72
GEOGRAPHICA
island and their simple lives and have a strong interest in natural lore and the magic of the physical
world. A strong shamanistic undercurrent influences the whole of everyday life, from the most
common everyday rituals to intricate aspects of philosophy and religion. They are primarily
fishermen, but also have the beginnings of agriculture on their small island.
True agriculture, however, is mastered in the Elysium Sea only by the people of the Salawati
tribe. They have established two small centers of population, Yuku (YU-ku) and Kiowa (kee-O-wa),
and have cultivated much of the land between them. They herd boars in addition to raising yams,
banana, plantains, sugar cane and breadfruit. The Kiowans are also adept in the crafts of the sea, My brother answered the call
including boatbuilding and navigation, and often travel as far as the coasts of Lemuria and Mu. to action and sailed to defend the
islanders against the rising of the
Black Isle. I was just a boy when
he left and a year later; when he
T ora returned he was no longer my
(TOR-a) brother. The once proud and
This is a confederation of four islands, each autonomous and distinct in culture and background, robust man that I looked up to
but strongly united against any and all outside threats. The four islands are principally inhabited by was a broken husk of a thing with
exiled tribes of other regions who have made a new home for themselves. All are slightly xenophobic, deep hollow eyes and trembling
distrusting the intentions of outsiders. This melting pot of peoples lays claim to the islands and hands. He spoke one night of the
waters of Rapa Nui, Matua, Tamaka and Orongo. Each island is populated by a distinct cultural gouts of horrors the island spat
and ethnic group. at the defenders, the terrors he
The people of Rapa Nui came originally from Ogaramango, but were forced into exile after endured and the carnage heaped
losing an intertribal power struggle. They are proud warriors and outstanding athletes, just as their upon him and his companions.
cousins in Ogato are. They have retained their fishing-gathering culture and have prospered enough When he was done, he broke
to establish a thriving settlement called Roa (RO-a). down and wept wretchedly for
several hours. The next morning
Matua’s tribe came originally from the great city of Tang in Khitai. Initially, this group of exiles
he was found dead in his bed. I
was a single extended family and their retainers which were forced to leave Khitai after a failed
hope whatever reward he went
political coup. On Matua, they built a small settlement called Peng Lai (peng-LIE). It is one of the
to, Exú delivered him safely.
few agricultural areas of the Elysium Sea, with goat herding a major part of their economy. Many
of the old Khitan customs and traditions have been preserved here. Donobey of Nubia.
The island of Tamaka was settled by dissidents from Salawati, people who resisted the
development of settled agriculture on their home island. Seeking to retain the semi-nomadic ways
of their forefathers, they unsuccessfully attempted to fight the introduction of farms and fenced-
in lands on Salawati and were ejected. They fled to Tamaka, where they have put their ideas into
regular practice. There are no communities or permanent settlements on the island, only thatched
cottages constructed as their owners’ desire and then
abandoned as they fall into disrepair. Names
Orongo’s people are similar in many ways to Tamaka
in lifestyle, but come originally from the island of Samal
after being forced out as the result of a great feud. Male Female
Unusually adept at shamanistic magic, these people all Akamu Apikalia
have some skill in the art and each generation sees a
handful of truly powerful shaman emerge. Anakoni Elikapeka
Located virtually in the center of Tora is the island of Ekewaka Haukea
Moto Nui, which is not a part of the confederation. The Iakopa Hokulani
island is the refuge of a tribe of warlike Uluka Andamen
Iokua Iekika A great many terrors lurk in
who, it is said, are cannibalistic in nature. Several ancient
stone barrows and obelisks are found here, all of unknown Kaimana Iolana the crystal waters of the Elysium
origin. Some claim they are the work of an ancient and Kaleo Kai Sea, more than have any right
long-lost civilization; others say the Uluka have erected to. Strangely absent are the
them at the behest of some demonic entity. Kapena Kekepania Makara; maybe the sea devils
Keoni Kiana fear something here?
Kimo Kilikina Thalmia, Triton Sorceress

The Black island of Avaiki Konani Leilani


(Ahv-ah-ick-ee) Makaio Mele
Every thirteen years, starting on the first day of
Maleko Noelani
Wayeb, an island rises from the sea floor, exposing an
ancient and terrible city. The black spires of the city are Peni Wikolia
twisted and horrible to behold. The island is said to be
Pika Zukola
a tomb for an ancient evil released accidently onto our

73
ATLANTIS: The Second Age
world by Anunnaki sorcerers in a forgotten time. The island is a penitentiary, sunk to the depth of the sea by the Ophidians, to seal in the
monstrosity and its offspring; but every thirteen years the entity musters enough power to raise its prison for five days and tries to escape.
Hundreds, sometimes thousands, of the entity’s children escape from the island and maraud across the Elysium region, snatching the
living and taking them back to the island for sacrificial power to raise their horrible master.
During these five days, most residents hide in their homes or make pilgrimages further north to escape the terrors. The Manuk and
Triton tribes form what they call the Great Sea Wall to protect their peoples from the raids and have even sent expeditions to the Black
Island to destroy the eldritch terror once and for all. So far the expeditions have met with failure, but many of their shamans are working
on powerful tattoos and weapons that will give them victory when the island next rises.

Elysium Ocean Flora


Spice Trees
Several islands in this region are home to highly aromatic trees that are fast becoming a lucrative crop worth its weight in gold. The tiny
fruits of these trees are collected, dried, and crushed to a powder to be used in food and as a panacea for nearly every ailment found in the
Known World. The natives have tried to keep the trees a secret, but it has become a race between the other sea-faring nations to determine
the source of the spice and gain control of them. The local peoples have taken to throwing as many rumors and distracting stories as they
can regarding the plant—from its source being the lair of the local sea monsters to the plants existing in the clouds above the island. Sooner
or later, someone will discover the real source of this plant, but the indigenous tribes hope to amass enough wealth to be able to raise an
army against intruders before then.
Effect: Restores 10 HP per alchemically created dose, DoD -15. Gives the imbiber a single new resistance roll against disease with a
bonus +10 to the roll.

Maknel
This plant is a variety of palm with a single stalk that can grow to be between five and seven meters in height. The trunk can be about
a half-meter in diameter and its scale-like bark exudes a type of sap that is highly corrosive. Standing beneath the tree in a rain will cause
blistering of the skin. Often used as a form of punishment or to gain confessions, criminals are tied to the tree overnight as torture—more
than one night will cause a slow and painful death as the flesh is eaten completely away. Burned, the smoke can cause blindness. The local
tribes will use the leaves to poison each other’s water supplies during border wars.
Effect: Victims encountering the sap against bare skin suffer (10-CON) DR. Victims who lose half of their HP and fail a CON+Resolve
roll, DoD -10, suffer a permanent -1 CHA due to scarring if they survive. Smoke from the sap can cause blindness for up to an hour
if a CON roll, DoD -2, is failed.

Queenflower
The queenflower is an ironic name for one of the world’s largest carnivorous plants. The humongous brown-and-green leaves will open
and lie prostrate on the ground, each hinge of the trap consists of nearly a meter and a half of small spikes camouflaged as grass. The tensile
strength of the hinge is usually capable of taking out small animals or a larger animal’s bottom half. The barbs are effective in keeping a
creature from escaping by any means other than destroying the hinge, which cannot be fast enough when the pressure is slowly killing the
victim. The plant maintains separate stems for the small pretty blooms that create pretty bushes of fragrant flowers to attract animals and
curious passers-by.
Effect: DR6 initial hit, chance of stabbing with barb. Pressure continues to crush for 5 rounds, CON-5 DR each round if part of body
is caught.

Demongrass
Demongrass tends to grow in the flatlands between the coasts and jungle interiors of these islands. Resembling most other common
forms of long-bladed grasses, the edges of the blades are so thin as to be nearly monomolecular, and cut deep into flesh and other materials
that attempt to move past the fields. The bones of victims litter the sands and even whales and other sea monsters that come too close during
floods can find themselves devastatingly injured by the demongrass. It is believed that this is one of the few ways the plant gains nutrients
in the deprived environment. Once leaves are cut and dried, the edged blunt and are rendered harmless, making these leaves useful in
construction and for making various weavings as mats and baskets.
Effect: Slicing damage, DR20, to skin and cloth when moving quickly. Dex+Athletics, DoD-10, to move through grass carefully to
avoid being sliced.

Alimenada
The locals named this fungus, but the translation is more accurate: Horrific Liar. This is because the bulbous mushroom looks like an
appealing ripe fruit dropped from a nearby tree or bush, with a shiny red surface and delicious smell. Picking up or moving the fruiting
body triggers an explosion of tentacle-like appendages from the ball, each flinging thousands of spores everywhere. Although not poisonous,
the spores can cause blindness and can start growing on anything; care must be taken to wash them off every surface (eyes too) or they will
start to sprout red fruiting bodies wherever they’ve landed. Saltwater is very effective against the spores. No one has ever been killed by these
fungi, but there have been cases of suicide and horror-driven plunges off cliffs or into the sea that have proved fatal.
Effect: Penalty of 5-CON to sight-based PER rolls if it gets in eyes. Growth causes minimal damage, DR2, but can impede movement.
Penalty to DEX, PER, CON (if grows in mouth or nasal passages, etc.) can be resisted with a CON roll, DoD -5. WIL roll, DoD -10,
to resist a temporary fit of madness from contact with the sports

74
GEOGRAPHICA

75
ATLANTIS: The Second Age
Elysium

Location Adventure Seeds


1. The Dragon’s Graveyard of the Elysium travel to the hungry vortex to swim and withstand the pull of
Tended by priests of the Manuan dragon-god, primarily a mix of Ahl- the sea. Those that survive are said to gain the favor of the gods.
At-Rab and humans, this valley is littered with huge skeletons of various
monstrous creatures. The priests claim that every great dragon comes here to 9. The Golden Eel of Nakua
die, and that they are tasked with bringing home the bones of those unable In a freshwater pool on the island of Nakua lives an eel made of pure
to make the journey. They dislike interlopers after having endured several gold with eyes of sapphires. The large 5 meter eel will sometimes speak to
visitations of foreigners seeking to disturb the bones searching for treasure. those who come and bring it treats. It speaks with a musical mechanical
voice in Ænochian showing favor to humans and Atlanteans but never
2. The Nakuan Screaming Trees acknowledging Andamen.
Though the Munark use the island of Nakua for a safe haven, rarely
do the sea nomads venture very far inland. The dense jungles which stretch 10. Steps to the Inner World
along the interior of the island are filled every night with unearthly screeches In the caldera of an extinct volcano are a set of ancient steps that lead
and screams. The Munark claim that they can recognize the voices of the deep into the earth. Those that walk the full length of the steps are said to
recently dead among the wails. No large beasts have ever been seen, and the enter a different world full of ancient wonders and delights. At the center
locals believe that the trees contain the spirits of their ancestors. of this new world rest two elder gods, lovers who sleep embraced. Their
warmth warms the world and from their heads pours liquid gold that makes
3. The Beacon any who drink it immortal. The lovers are guarded by a host of creatures
Rising from the sea not far from where the Black Island of Avaiki sprung from their dreams and made immortal by the golden elixir.
appears every 13 years, is a huge and monolithic tower of stone, coral, and
crystal. Meant to serve as a watchtower over the seas above Avaiki, the tower 11. The Sun Stone
was likely constructed by the Ophidians in ages past for it is filled with On the highest peak of Samai is a stone that the sun shines on with
ramps, ample balconies for sunning, and decorated in strange and curling its full intensity once a year. The sunlight is so strong that any who can
patterns of stone. No one knows how far down the tower reaches for the withstand it are imbued with super-human power for a year. Those that fail
lower passages are blocked by sea water as well as great stone doors above are burned and left scarred losing most of their mortal vigor. To gain access
which is inscribed the word “Maka.” to the stone, a great competition is held every year with the five remaining
victors allowed to climb the peak.
4. The A’Va’Thi Trench
Deep beneath the surface this wondrous place lies a few days due south 12. The Pillars of the Sea
from Pulo. The A’Va’Thi Trench is littered with thousands of glowing crystals Standing upon the waves of the Forgotten Sea is a series of thirteen
which act as natural Vril pyramids. Triton legend states that the crystals are giant iron pillars. They seem to have once been part of some Atlantean
part of a giant brain and can communicate with those sleeping here. What construction, but the secrets of such have long been lost. There is nothing
knowledge this ancient relic might have is left to the imagination. beneath the pillars but open sea; they seem to float upright in the waves,
linked to one another by vast brass chains. The pillars themselves are pitted
5. The Burning Man of Managuak and twisted by the wind and elements. Ænochian runes of inlaid orichalcum
Recent visitors to the island of Managuak claim to have seen a man are carved into them and spell out the names of a number of demonic
on fire running screaming through the trees here. Some believe that the entities.
man broke some unknown taboo and was cursed for his actions. Nothing
quenches his flames; neither sea water nor sorcery has been able to stop the 13. The Black Swells
man’s horrific burning or silence his terrible screams. For some reason, in this region of the Stygian Sea, the water and waves
turn as black as pitch. Dead fish occasionally float to the surface, bloated and
6. The Great Mother of Salawati warped by whatever lies beneath. Even the bravest sailors give this area of
The people of Salawati were taught agriculture by a being they call the the sea a wide berth out of superstitious fear and nameless dread. The empty
Great Mother. No outsider has ever seen the Mother but it is claimed that hulks of ancient vessels that were caught in the Black Swells can be seen
she dwells beneath the earth of a sacred grove, whispering instructions to floating amidst the dark waves.
those who place their ears to the ground. Some of the Salawati have begun
to worship her and carry out her wishes both on and off the island. 14. The Lost Beacon
Moving in a slow cycle from the Tora Islands to Elysium Island is a
7. Hall of Champions strange sub-oceanic phenomenon. The local Tritons call this glowing orb the
A large wooden hall sits on the beach of the island guarded by two large Lost Beacon for the seas above the light tend to collect all manner of detritus
birds. The birds allow any hero with a true heart to enter, but kill any with and debris from many leagues around.
evil intentions that they see. Inside the hall sit the ghosts of ancient heroes
who will freely give knowledge to those who seek it. There are tales that 15. The Sunken Flames of Andragor
some of the ghosts seek a means to leave the Hall of Champions that they In the uncharted waters south-east of the Munark Islands, lies a
might work good in the world once more. submerged wreck that burns continuously under the sea. Beached upon a
reef some 20 meters under the waves, thick smoke and flashes of light can
8. Taniwha Maelstrom be seen inside the wreck. Triton tribesmen say that the vessel was crewed by
North of the island of Nonamato in the deep ocean is the hungry strange Ophidians and that several corpses still remain within the broken
whirlpool known as the Taniwha Maelstrom. The maelstrom appears during hull.
the two equinoxes and lasts for four days. Brave warriors from every island

76
GEOGRAPHICA

77
Eria

78
Eria Region
The continent of Eria (AIR-ee-ah) is a land rich in resources. It is also said to be completely wild
and untamed. Inhabited by tribes of humans whose ways are not entirely understood by outsiders,
much of what is known of Eria is often exaggerated or purely mythical. Though some traders from
other continents do visit here, the interior is largely unknown to foreigners.
In old legends, Eria is mentioned as the ancestral homeland of the first humans. Scholars are
divided upon this issue, however, citing a lack of evidence or artifacts from advanced civilizations
of the region. Discussions on how early humans could have spread from Eria around the globe are
contentious at best. There is evidence of the Ophidians having visited Eria in the distant past when
their empire was growing and expanding, but the Erians seem to have stopped their advance at
some point.
The Erian continent features a wide diversity of terrain. The far north is cold and icy and its
near barren tundra is home to vast herds of wooly mammoths. The western lands are rugged and
mountainous, the foothills filled with rich forests. Birds of prey of fantastic size, called rocs, circle
high above, always watching for prey. Sweeping plains and sparsely wooded hills roll across the
central region, home to vast herds of bison and horses. The east is lined on one side by stony hills
and dense forests that give way to swampland and marshes in the south.
Two dangers, seemingly native to Eria, which plague the peoples of this continent: wendigo
(WIN-dee-go) and the naaldlooshi (NAH-ahld-LOO-osh-ee). The cannibalistic wendigos are said
to be like giants, and though many associate them with the colder, northern reaches, they are Eria is home to a staggering
reported to strike even in the far south of the continent. The naaldlooshi, or skinwalkers, move in number of giant-sized creatures.
packs and infiltrate clans by masquerading as tribe-members before slaughtering and devouring Sloths the size of carts, giant bears
entire bands. that rear to three times the height
of a man, uncanny big cats that
resemble the lions of Gondwana,
predatory birds that can carry
A kela away children with ease and
(A-Kay-La) beavers bigger than armored
men. I have the greatest respect
Characterized by a large expanse of grasslands bordered at its edges with thick woodlands, a for the tribes who walk among
confederation of five great tribes holds sway in Akela. United under a common symbol of veneration, these colossi.
the Eagle, the shamanistic Akela are noted for their stature and noble bearing. Furthermore, all of
Thalmia, Triton Sorceress
the Akela sport long hair, restrained in braids or ponytails. No Akela will willingly cut their hair,
except in times of mourning.
The Akela are a nomadic people, roaming the plains and following vast herds of bison. Having
domesticated a species of wild horse, the Akela are considered superb riders and are highly skilled
at hunting from horseback. Trained from the time of childhood in tracking and horse archery, the
Akela hunt the seemingly endless bison that are an integral part of tribal life. From the bison, the
Akela derive much of their food in addition to materials for clothing, shelter, ornamentation and
trade.
Besides the Akela, huge saber-toothed cats also stalk the herds of bison that roam the plains. It
is said that there are Balam and Asena amongst the prides of cats, but the Akela have never been
able to catch them. Too, large rocs soar overhead, passing above from nests in the west. The giant
birds have been known to snatch up full grown bison. The Akela see the rocs as fearsome, but also
as tied to the Great Spirit. They believe that the “thunderbirds”, as they name them, only carry off
those who are not pure of heart and spirit.
Unlike some of the other Erian peoples, the tribes which make up the Akela confederacy
rarely bicker among themselves. While they do conduct raids against the neighboring Kutchin
and Tamarac tribes, a popular practice is that of “counting coup”, wherein a warrior, in the heat of

While the Akela do use a great deal of the bison that they hunt, they also make use
of most of the things that they hunt, with two exceptions: Smilodons, or saber-toothed
cats, and other races. The Akela see the bodies of men as sacred and do not use them,
removing their own people to be buried or foes to be scavenged. From the great cats of the
plains, they only take the teeth. The bodies of these great hunters are left behind for the
rocs and birds of the plains. The spirit progenitor of the great cats and the Great Eagle who
lives on Sky Mountain are mortal enemies. Thus, the saber-toothed cats and the Akela are
mortal enemies; all fallen foes garner the same bad end: to be left for scavengers.

79
ATLANTIS: The Second Age
Riders in the Sky
Some of the Owlmen who act as shamans and wisdom-holders for the Akela actually
ride the great rocs. They do not control the thunderbirds, only gently guide them. But from
the backs of these huge birds, they not only see a great distance, but also carry news and
messages far quicker than the fastest horse.
Their roles as messengers make the Akelan Owlmen somewhat sacred. As a result, the
Akela do not use owl feathers as decoration of any kind since they equate the owls with the
spirits of deceased Owlmen.
“Roc” is an easy-to-pronounce
term brought over in the First
Age by Atlantean colonists. The battle, will lightly touch an opponent with an ornate wooden club. This blow, delivered to a vital
term seems to have lingered for area, but never intended to cause harm, is considered to show the warrior’s courage, skill and his
centuries due to the fact that each favor with the Great Spirit.
tribe has its own sacred name for The religion of the Akela clans stresses courage in battle and duty to family. Worshipping the
the giant creatures which they Great Spirit, which manifests itself in various forms but is symbolized by an eagle, the Akela award
keep secret from all outsiders. warriors the honor of carrying eagle feathers for glorious deeds. Seen as a measure of a warrior’s skill
-Caerwyn Ironjaw and his favor with the Great Spirit, the feathers belong to the tribe as a whole and are only loaned
out to warriors. It is both a great crime and a sin to lose even a single one of these feathers, and only
the very great may carry more than two or three at a single time. Owlmen move amongst the tribes
and clans, serving as emissaries, priests, shamans and sacred wisemen.

Akwatuk
(Ahk-Wah-Took)
The northwestern region of Eria is a mountainous region covered in deep forests. Two tribes of
humans dwell in this sparsely populated area: the Kutchin (KU-chin) and the Nayiq (NAH-yeek).
The northwest of Eria is cold for much of the year and so its people primarily rely upon hunting in
order to feed themselves.

The Kutchin
The Kutchin are a nomadic people of average height and build. Like most of the other humans
of Eria, they have reddish-brown skin and straight black hair. The Kutchin mainly follow caribou
herds across Akwatuk. They are superb hunters, noted for their tracking skills. For generations, they
have been enemies of the Akela to the south, but the Kutchin are far fewer in number. As a result,
Kutchin warfare tends to consist of ambushes, swift counterstrikes and other covert tactics. The
Kutchin are known to excel at this close-quarters combat and tend to be formidable opponents.
Religion seems to not be of great import to the Kutchin who live lives seemingly devoid of
ceremony and festivity. Kutchin shamans are mainly healers and historians who live apart from
their people. Consequently, interaction between the shamans and the tribe is rare and usually only
I spent a short time among the
occurs when the shaman’s services are needed.
Akela people and found them
According to explorers and travelers, the Kutchin are extreme isolationists. They do not engage
to be both charming and most
sensible. They do tend towards
being very tactile so expect the
Voices in the Dark
children and even some adults to Kutchin shamans were once masters of the spirit worlds, commanding vast powers.
poke, pat and pull you if you’re Such practices did take their toll upon them. Stories persist in Kutchin memory-verses
something they’ve not seen about shamans whose bodies grew so warped by power that the shamans left them behind
before. Don’t worry; they’re just to live on in the spirit world. Kutchin warriors say that such shamans did not leave but still
making sure that you’re not some stalk the ice and walk upon the wind.
kind of demon or bad spirit.
Thalmia, Triton Sorceress The Wind Singers
In a past age, a legion of Asena found its way into the lands of the Kutchin. Slowly, the
wolf-men became a part of the Kutchin, living alongside them and eventually with them.
Some outsiders believe that Kutchin culture has been shaped as much by the stories of the
Atlanteans that the Asena brought with them as by the land they live upon.
Kutchin isolationist belief posits that the Kutchin are the sole remaining bastion of
purity in a world of monstrous things. Outsiders are shunned as being tainted, monsters,
phantasms or temptations meant to ruin all that is left of good in the world.

80
GEOGRAPHICA
in trade with others and are suspicious of outsiders at best and hostile at worst. Only essential
crafts are practiced. A single chieftain rules each tribe without the benefit of council. His word A Monstrous
is considered law, though his right to rule may be challenged by any male member of the tribe. Brotherhood
Matters of tradition take precedence over a chieftain’s word, which is one of the cases in which a A small tribe of secretive
shaman might be sought out. Lemurians dwell in the dense
forest at the center of Iyata.
The Lemurians have a sacred
The Nayiq Seal-hunters bond with one another, but have
Found primarily on the island of Iyata (EE-ah-tah) and along the northern coasts of Akwatuk, become insular and guarded over
the Nayiq are a peaceful folk who love music, dance and art. They dwell in caves or underground the generations they have been
sod dwellings and dress in the skins and hides of the animals they hunt: seal, walrus, bear and hidden away here. Most of them
are stark white and have become
mammoth. Skilled with both harpoon and spear, the Nayiq are known to occasionally use poisons
somewhat cannibalistic, preying
as well. on the Nayiq or on outsiders who
Nayiq often paint the interiors of their dwellings to be colorful and their villages are often blunder about in the woods.
filled with singing and music played on sealskin drums, walrus-tusk flutes and other exotic The Nayiq are relatively
instruments. The religion of the seal-hunters is based upon the tribes’ reverence for the sea. ignorant of the Lemurians lurking
Ceremonial observances are held at the equinoxes when all the members of tribe return home within their borders. They call
from their hunts. A week or more of revelry follows during which the seal-hunters undertake no the Ape-men “Sasquatch” and
other activities. believe that there is but a single
individual creature, or perhaps a
Seal-hunter villages are fairly well organized and run efficiently by a council comprised of small family, that haunts the peak
the eldest members of the tribe. They trade with outsiders, usually the Kulugmiut (Kuh-Loog- of the island and sometimes
Me-Yute) to the north, but occasionally with foreigners as well. The Nayiq place a great deal of steals drying fish or seal from the
importance on family and kinship and on rare occasion will adopt an outsider into one of their edges of the village.
families to provide care and support. Newborn children are named after the last villager to have The Sasquatch Brotherhood,
died, thus preserving the people’s history. as they have come to refer to
themselves, sees Northern Eria
as its protectorate. Though its
members are few, they have
Aquaga been subtly shaping and altering
the ley lines of the continent
(Ah-Kwa-Gah) for their own purposes. They
The coastal northeast of Eria is known as Aquaga and is home to a number of different tribes occasionally journey many
who share a common language and religious practice. These tribes — the Axte (AX-tay), Eque hundreds of kilometers as far off
(EK-way), Shepaug (SHEH-pog) and Quinetu (kwih-NEH-too) — rarely squabble with one as the jungles around Aztlan or
another, but can be belligerent with outsiders or strangers. In particular, the coastal Eque are the distant Aquagan Mountains,
either singly, in pairs or in small
known to have a long-standing suspicion of any strangers in their lands.
bands to make some small
Tall and stately, with coppery skin and straight black hair, the Aquagan people are semi- adjustment or alteration in secret
nomadic, moving from place to place according to the availability of game. Mastodon, bear and before returning to their island
deer are dried and used as additions to a primary diet of fish, shellfish and gathered fruits and home.
nuts. The Quinetu do have a limited form of agriculture, a practice that may spread to the other
tribes over time. The Aquagans maintain some stationary villages that they return to as well as sites Brothers of Monsters
used on yearly basis for hunting and fishing, but many of the structures in these villages have to A small group of Jinn Jars
be repaired or completely rebuilt on an annual basis. were unearthed by Nayiq
Religion amongst the Aquagan tribes mingles shamanistic adoration of nature spirits, each hunters several generations
ago. The Jinn were unprepared
family or clan having its own patron totem, with the forces of nature and the Orixa earth mother,
for the cold, at first, and so they
Nokomis (noh-KOH-miss). Each village has at least one shaman who, alongside a council of were welcomed in by the Nayiq.
elders, plays an important part in the social life of the tribe. Now, the Jinn have taken on
Aquagan lands are noted for the “serpent mounds” scattered about the region. These large positions of historians, artists
earthworks resemble small hills or even earthen dunes, but many of them form unusual or and shamans for the seal-
unnatural shapes. The local shamans in particular watch over these serpent mounds and tribal hunters. The ever-changing Jinn
warriors keep outsiders away from them when they can. are amused by their dual-role as
being caretakers and wards of
Scouts, hunters and guides can be found in any Aquagan village, provided traders and explorers
the Nayiq.
can find them sociable enough to entertain. Such individuals tend to be exceptionally skilled and They are less amused by the
can be hired relatively cheaply. presence of wendigos who seem
The Aquagan are, however, caught between varying opposing forces. Wendigos roam the to scour the region frequently.
northern reaches of the Aquagan lands, snatching away small hunting parties or village scouts, The Jinn seem to instinctively
Meanwhile, in the south, a warband of Nethermen, led by a hulk known only as Croatoan, recognize these monsters and
destroys entire villages and enslaves whole families. The coasts, which the Aquagan depend on for often sadly speak of them as “lost
a great deal of their food and trade, are occasionally subject to raids by Makara sea-devils. brothers,” a fact that disturbs the
Nayiq.

81
ATLANTIS: The Second Age
Serpent Mounds
Aztlan
The Aquagan serpent (Az-Tlan)
mounds function as stone In southwest Eria remains the one Atlantean city on the continent. A colony established by the
circles do in other regions Atlanteans during the Golden Age, Aztlan was once much larger than its remains suggest. Perhaps
– focusing Vril energy, half of the city now lies in ruin with the inhabitants regularly cannibalizing nearby-abandoned
directing it and harnessing it
buildings to repair or build new structures in the city’s center. As a result, there are several small
for other purposes. Though
the Aquagan do not have Vril
knots of ruins in the forests and jungles near the city.
pyramids in their lands, the The Aztek, as the folk of this city and the state around it are known, are divided into multiple
serpent mounds are jealously classes. About half of the population works the land, farming maize, wheat, varieties of fruit and
guarded. legumes or hunting and fishing. A quarter of the population is artisans and laborers, while the
Aquagan shamans claim remaining population makes up the nobles who are also the bulk of the elite military.
that the serpent mounds are Many Aztek know some small bit of magic, for the land is rich in mineral wealth — copper, tin,
home to numerous spirits lead, iron, silver, gold and platinum — and overflows with Vril energy, which is said to infuse even
and totemic forces and are
the blood of the Aztek people.
necessary for the health of
the land. They also claim that All contact with Atlantis was lost shortly before the Great Cataclysm and Aztlan underwent
the serpent mounds keep a rapid decline in the centuries afterwards. At the nadir of their fall, a warlike tribe known as the
monsters away, but if this Comanch (KO-mantch) conquered the city. Since that time, four centuries ago, the cultures of the
second claim is true then the Comanch, the Atlanteans and several other smaller, native tribes have fused into a new culture.
effects do not extend far past Though they do trade with the Akela and Kawanna, the Aztek are known to be warlike, concerned
the mounds themselves. with conquering nearby territory and holding it. Several traditions are notably inspired by old
Atlantean culture, such as the keeping of slaves, the reverence of the Orixa and the use of mirrors;
however, the Aztek commonly use polished gold in place of obsidian mirrors.
The Aztek also make use of a complicated calendar system, recorded on great stone wheels in
Aztlan, as well as in several smaller temples and towns across the region. Each calendar is actually
several wheels, all interlocking with one another, recording days, weeks, growing seasons, months
and years. Furthermore, there is a rotating period of a four-year span, each year within it dedicated
to one of the elemental forces.

A Comanch king rules over Aztlan in an unbroken lineage that dates back to the conquest.
It is rumored that one of the Though the Aztek have been in a state of relative peace for decades, King Montehman (MON-tay-
three dragons lives in these parts.
I had hoped to see evidence of Coyolxuahqui’s Bell
it on my travels through those The last Atlantean ruler of Aztlan was Coyolxuahqui (KO-HOL-shaw-KE), a great queen
lands but, alas, I was unlucky. I both beautiful to behold and highly skilled in sorcery. As the Comanch invaded her city, she
did see many menhir carved with retreated to the Vril pyramid that lies in the center of Aztlan to oversee the city’s defense
serpent motifs. I was concerned and to harness the Vril that the pyramid stored. When it became apparent that the city would
that we were traveling into lands fall, it is said that Coyolxuahqui summoned forth four hundred elementals, one hundred of
each elemental type, bound all of them to her, and commanded them to each defend the
controls by Naga but found
city for the next year.
later that the people of this land When the Comanch chieftain stormed the grounds of the pyramid he was stopped
worship snakes. by Coyolxuahqui’s beauty. But when she would speak nothing to him but gibberish and
The people were, in general, madness, he struck off her head. Since that time, the Vril pyramid of Aztlan has not
pleasant and curious. Evidently functioned properly. For most of the year, it sits dormant and still. But every full moon, a
most had never seen a Nubian great bell chimes and the pyramid crackles with life and energy. Shamans and witches from
and rubbed at my skin, believing around the nation congregate in Aztlan during this time to take advantage of this event.
me to be painted. A Wiseman
offered me one his daughters
believing our offspring would
hold great magic. She was
comely but I have no appetite The Last Sorcerer
for women and politely declined. Atlantean sorcery died out in Aztlan long ago, but there are still Atlantean lineages in the
Donobey of Nubia city. Many of the Atlanteans are nobles and serve in the Aztlan military, but a few of them
are magicians, serving mostly as tacticians. There are several dozen familial lines, all said
to be descended from Coyolxuahqui. When Old Aztlan fell, many of the old families died out
as well. Others have intermingled their blood with humans’.
Aztek legends say that one Atlantean, a master of sorcery, alchemy and dark magics,
foresaw the collapse of the Erian colony and took his household along with legions of
Nethermen and Andamen in flight towards the north. Somewhere, they say, he may still
slumber protected by what remains of his forces.

82
GEOGRAPHICA
man) has been sending explorers and military squads across the Sound into Hoac in Tamoanchan.
Between the Aztlan farms and plantations, beyond the Aztlan jungles, a group of giants known
as the Chaveyo (CHA-veh-yo) roam the wilderness. The Chaveyo children ride bison and the
adults roam alongside on foot. Stories amongst the Akela and Tamarac claim that the Chaveyo
are cannibals, while the Nethermen of the Hordelands see the Chaveyo as occasional allies. How
the Chaveyo manage to protect themselves from the skin-walkers who roam the same regions is
unknown.
I confess that the Aesir are a
The Heart of the Earth guilty pleasure of mine. Their
Rumor has it that King Montehman has forsaken the Orixa and has taken to worshipping menfolk are pleasing in form
a goddess he calls Toci, a deity he claims represents the fertility of his lands and the and nature. Now if only I could
strength of his warriors. The cult of Toci is gaining power in the upper echelons of Aztlan stop the women from calling
society though its final goals are unclear. me “Nykk” — their word for a
malicious water spirit — then I
could die happy.
Gava Thalmia, Triton Sorceress
(Gah-Vah)
Off the northeast coast of Eria rests the island of Gava, called “The Land of the Giants” by
the mainland tribes. A tribe known as the Aesir dwells on this island. They are quite tall by Erian
standards, often reaching heights of 2 to 2.5 meters. Most are bronze-skinned with brown hair. A
convoluted set of tales surround this tribe, tying them to distant Anostos, Atlantis or even Europa,
while several of the Aquaga tribes claim that the Aesir are their ancestors.
The island of Gava is ringed by mountains and spends much of the year covered in ice and
snow, except along its western coast. Favorable winds and temperate currents in the shallow sea
that separates Gava from the Aquagan shores have a warming effect; as a result, most of the Aesir
settlements are along this western shore. The waters here are bountiful while inland wolves, elk,
caribou and musk oxen are commonly found.
The Aesir are an aggressive and highly emotional people who revel in battle, song and drink.
They often sail the seas in great wooden ships looking for battle. Typically, they sail north and
encounter the Fomorians of Anostos or the Cimmerians or Vanir in Hyperborea. Though the Aesir
seemingly have no desire for conquest, and in fact will almost never attack weaker opponents, they
instead are simply enamored of conflict. As result, their numbers have been slowly shrinking over
the past centuries and in the decades to come they will likely die out.
Except for this concern, life in Gava is relatively pleasant. Each extended family lives in great
wooden lodges and there is a large meeting hall at the center of each walled village where everything The Aesir are savages, and I
from festivals, to drinking bouts to war councils are held. will die a happy man if I never
Aesir culture is rich in legends, tales and songs of glorious battles, vicious betrayals and doomed see one again. I lost my left
heroes. Some of these tales accurately depict ancient battles in Hyperborea, Jotunland and Europa, ring finger to an Aesir during a
and seem to also reference the Atlanteans as well — sometimes as Aesir masters and sometimes wrestling match. He bit it off,
as hated foes. Artisans craft in wood, stone and bone, but songs and stories are the heart of Aesir turned to the cheering crowd and
culture and they are eager to hear new tales of adventurer and travel from other lands. Aesir shamans held it up. The savage wanted to
are treated with great respect by their people, serving as warriors, healers and keepers of history. keep it as a trophy to wear and
The interior of Gava is largely unexplored and serves as a mysterious location in many Aesir tales couldn’t understand my anger at
and stories. An Atlantean sea captain, upon hearing some of these, has suggested that a Golden Age the mutilation. When I brained
laboratory may be the source of some of the strange monsters that march down out of the icy peaks him the crowd cheered even
to plague the Aesir, but no such site has ever been found. greater and when I killed him by
strangulation the crowd became
ecstatic. These people are brutes
of a quality that make Nethermen
look like saints. I hate them.
The Shallow Sea
Donobey of Nubia
The waters between Gava and Eria are sheltered from the worst storms of the
Atlantean Ocean, so it is little surprise that a colony of Tritons makes their home in these
waters. Though they are relatively few in number, they are quite capricious in their dealings
with outsiders. On some occasions, they are gracious and helpful, assisting traders and
merchants between the Aquaga and the Aesir. At other times, they are perhaps worse
than the worst storm at sea, attacking seemingly without provocation, sinking ships and
seizing sailors.

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ATLANTIS: The Second Age
The Black Well
The Hordelands Of Beezh-Yeel
To the west of the (Hord-Lands, Buh-Ezh-Yee-Uhl)
Hordelands lies a small, little- Fully a third of Eria is covered by towering, rocky mountains. Much of this western region
known valley. At the center is snow-peaked, inhospitable and difficult to traverse. Known to the Erian tribesmen as Beezh-
of this valley, hidden under Yeel, or Knife-Pack, the entire region is home to a huge population of Nethermen and Andamen.
the branches of large twisted
These bands frequently form large hordes which then strike out into the neighboring lands of the
trees among gargantuan stone
menhir, lives a group of stunted
Akwatuk, the Akela and the Aztek to kill, enslave, and destroy.
and degenerate humans The Beezh-Yeel are not all Nethermen and Andamen, however. Their numbers are also bolstered
governed by three wise women. by humans, some former slaves and others who are fugitives from tribal justice. On rare occasion,
At the center of the copse of there have been Jinn amongst the tribes. The cold of the peaks keeps most Ahl-At-Rab from
trees is a well that makes some remaining long in the Hordelands, but occasionally bands of them do arrive to visit the Ophidian
wishes come true. At the bottom ruins for unknown purposes.
of this well, some scholars The Akela claim that this region, which is rich in mineral wealth, was once home to a lost band
suggest, is the sleeping eye
of Ophidians who carved great cities into the very stone of the mountains. The Aztek of Aztlan
of an Elder God. To make a
wish the wisher holds a pebble claim that an Atlantean alchemist-sorcerer renowned for advances in hybridization once built huge
under her tongue, whispers the laboratories in these peaks. The Kutchin tribes of Akwatuk know that skin-walkers, or naaldlooshi,
request, makes a blood offering were born in the Hordelands. Whatever the case, all of the neighboring tribes remain constantly
and then spits the pebble into vigilant toward the mountain lands, wary of the humanoids and creatures that come from the cold
the well. peaks.
Most wishes are never
granted, but those that are
have a hidden and terrible cost.
Many have come to the
valley hoping to use the well
Kulugmiut
only to find themselves being
(Kuh-Loog-Me-Yute)
used as the blood offering North of Eria is a series of islands known as the Kulugmiut. The snowy islands are devoid
used to fuel one of the crones’ of sizable vegetation and are inhospitable to travelers. Though early Atlanteans are said to have
wishes. made tentative explorations of the Kulugmiut, reliable maps of the region probably do not exist.
Furthermore, the occasional presence of ice floes presents considerable hazard to large ships.
This region is inhabited by several tribes of men known as the Tunit (TOO-nit). They are unlike
most of the Erian peoples, shorter and more heavily built and of a sallow complexion. The various
tribes of the Tunit each take on a patron spirit animal, after which the clan takes its name. Thus
there are Bear people, Otter people, Seal people, Wolf people, Caribou people, Whale people and
The Winds of Raven people. Rumors habitually circulate amongst the Kutchin and the Nayiq of cannibalistic
Change tribes of Tunit who follow wendigo as a totem.
Tunit shamans have, for The Tunit tribes are excellent craftsmen, fashioning things from the limited tools and resources
decades, claimed that the they have available in what is considered a barren region. Barbed harpoons and arrows, sled runners
spirit world in the Kulugmiut is and even spiked-soled boots fashioned from carved bone or ivory are all common. Waterproof
growing crowded with strange clothing, tarps and kayaks fashioned from walrus gut and hides are traditional items. The homes
spirits who speak with foreign of the Tunit are communal, fashioned from blocks of ice or packed snow; their arched domes and
words. As best they can tell, sunken floors can hold as many as fifty people at a time. The ceilings are occasionally equipped
there is some kind of massive
with “skylights” covered in stretched walrus gut to admit light. The Tunit know how to use fire,
spirit war taking place in the
world that may one day reach
fashioning small lamps of shell, twisted moss-fiber wicks and seal oil. However, they eat all of their
even the Kulugmiut. meat raw.
The cannibalistic The shamans of the Tunit teach that all things possess a living spirit. Largely superstitious,
wendigos, these shamans each Tunit tribe preserves a variety of taboos and beliefs, with the shamans playing important roles
claim, are a result of this by interpreting omens and signs and intervening on behalf of tribesmen with the spirit world.
storm of spirits washing over Both shamans and warriors dress in the skin, claws and teeth of the tribe’s totemic animal. Female
the cold waters, ice and snow shamans are commonplace and all shamans, regardless of gender, use intricately carved walrus tusks
of the Kulugmiut. As the spirits
as scrolls or magical tomes.
are pushed into the area, they
are sometimes preyed upon
by the indigenous spirits.
But sometimes, something
goes wrong and a wendigo is
created instead.
If the Tunit are right, the
wendigos may grow more and
more numerous in years to
come.

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GEOGRAPHICA
Tamarac The Lost Tribe
(Tam-Er-Ak) Roaming across the
Central and southeastern Eria are inhabited by groups of tribes known informally as the Tamarac lands, reaching as
far west as the Akela tribes,
Mound-Builders or, more formally, as the Tamarac. A highly organized people with reddish-brown
is a strange band of nomads.
skin and straight, black hair, the Tamarac tribes cultivate plants and are knowledgeable in herb
This large tribe lives aboard a
lore. Weaving and pottery are traditional crafts, as is extensive use of copper metalwork to make giant Atlantean ship that has
armbands, bracelets and other similar items. Both the men and women dress in deerskins, with the been modified to travel atop
men wearing leggings, loincloths and moccasins while the women wear simple dresses. a set of massive wheels. The
The Mound-Builders are also known for their tiered, earthen ceremonial platforms, dome- Atlantean that once brought his
shaped houses and the large burial mounds they construct. Honored dead are buried inside these ship, slaves and possessions
mounds with all of their earthly possessions. The Tamarac believe that this ensures the comfort to the Erian shores of the
and happiness of the spirits of their kinfolk. Further honor is offered in the form of sacrifices of Tamarac Sea may have died
long ago. His body rests within
food and drink each year. The mounds themselves are considered sacred and are tended by the
an amber and bronze casket
tribes’ shamans. Many such mounds also function as stone circles, directing the natural flow of located deep within the ship. In
Vril in Tamarac lands, providing fertile soil and raw energy for the shamans to work with. As such, the meantime, his slaves and
tampering with these mounds is considered a sacrilege and often punishable by death. assistants search ceaselessly,
Most Tamarac villages are also home to the wolf-like Andamen who act as warriors or scouts as they have for the past three
for the tribe, while Owlmen occasionally visit to lend aid to shamans. Tribal stories describe how generations, to find a final
Sasquatch, or Erian Lemurians, taught the Tamarac tribes how to construct and care for the mounds, resting place for the ship that
but few Lemurians are seen in Tamarac lands any longer. Many Tamarac warriors paint their faces will become the Atlantean’s
tomb and treasure. The tribe
and torsos prior to battle with red and white pigments. They also wear elaborate headdresses made
members are a strange and
from deer hide, topped with sharpened antlers, teeth and claws. The Tamarac prefer hand-to-hand motley assortment, having
combat when given a choice, but will use hunting spears and short bows when pressed. taken on guides and outcasts
In southeastern Tamarac are several tribes of hunter-gatherers known collectively as the Kawanna from the lands they have visited
(ka-WAHN-na). A generally reclusive people, the Kawanna live in villages of thatched huts, often in their somber and morbid
enclosed by high wooden walls. In addition to game and edible plants taken from the surrounding journey.
forests and swamps, the Kawanna fish the surrounding waters, including the Awa (AH-wa) River.
Using bark-wood canoes, they sail the coasts of their lands, sometimes trading with neighbors.
Kawanna jewelry of quartz, mica and seashells can be found in many places throughout Eria.
Though similar to the Tamarac tribes, the Kawanna view themselves as superior. Their warriors The Croatoan
wear necklaces of bear claws, paint their faces with black and white paint and shave their heads, Compounding the tension
keeping only a small lock of hair at the center of the scalp that is decorated with bone ornaments, along Eria’s eastern coast from
tufts of deer hair and feathers. the swamps of the Timuacua,
The lands of the Kawanna are almost always in a state of war. A great lodge rests in the through the Kawanna tribe
southeastern swamps, just off the coast. Home to a growing tribe of Ahl-At-Rab, this huge structure lands and even into the
is thought to be an ancient Ophidian vessel. The Ahl-At-Rab who live in the area have used the tools forested hills of Aquaga are the
depredations of the Croatoan,
and lore taken from the lodge to establish themselves as a preeminent force in the region, calling
a band of marauders.
themselves the Timuacua (TIM-oo-ahk-oo-ah). The various tribes of the Kawanna are alternately Comprised mainly of
at peace or open war with the Timuacua. Nethermen, the ravagers
The Timuacua have no love for the Makara and a state of constant animosity exists which often are led by a demon named
breaks out into scattered raids and open warfare. The Timuacuan hatred for the Makara goes back Croatoan, from whom the
centuries and might be connected to the Ophidian vessel shipwrecked on the Erian shore. group derives its name. The
The Timuacua are loosely united under the despotic rule of a Naga. This Naga has frequently band has been able to push
made peace with Kawanna tribes, but always with conditions. As a result, there are frequent Kawanna into many coastal areas, killing
all before them and taking what
raids against the Tamarac and Akela with the apparent goal of destroying the neighboring tribes
they need to survive, before
completely. The Timuacua Ahl-At-Rab have few magicians among their number, but shamans who vanishing into the surrounding
tame the various snakes and alligators of the swamps dwell in secluded lairs throughout the region. countryside. Some of the
Aquagan tribesmen believe
that the Croatoan receive
aid from the Makara of the
Atlantean Ocean, a claim given
some credence by the strange
fogs that roll in before or after
Croatoan raids.

85
ATLANTIS: The Second Age
Worm City The Tamarac Sea
The Tamarac Tritons The Tamarac Sea is a shallow body of water separating the northern peninsula of Tamoanchan
recently discovered the ruins from the Erian continent. The bottom of the Tamarac Sea has a fairly uniform depth that slants
of a vast underwater city. The gradually downwards until it meets the Elysium Ocean in the west and the Atlantean Ocean in the
buildings within the city are east.
all carved from solid stone, The Tamarac Sea is a warm body of water with many exotic, colorful fish and numerous species
polished smooth and riddled
of turtles. Awashata Bay (a-wah-SHA-ta), on the Erian coast, is a notably rich area for marine life.
with glassy tunnels. There are
no rooms within the “buildings” Giant sea snakes living in the tangled masses of kelp and the submerged hillocks that are home
but the tunnels bulge in places to giant snapping turtles make this region dangerous to travelers. Shark-riding Makara from the
enough to accommodate Sargasso and Ocaraba Seas further increase the need for caution.
a small group. The Tritons There are some scattered groups of Tritons who keep up a tenuous contact with Antilla, but the
believed that the city was the dangers of the waters between the two peoples make this a difficult venture at the best of times.
remains of a vast colony of Only the Tamarac and the Kawanna tribes regularly brave the waters of the Tamarac Sea, but even
worms until highly polished they stick close to the coast for fishing and travel.
and intricate stone tools began
showing up in the silt. The city

Erian Flora
is a mystery but this hasn’t
stopped the Tritons co-opting
it for their own purposes. Vril Peach Groves
Deep within the eastern mountains of Eria are uncared-for groves of fruit trees left to the wilds
of time. One large orchard is dedicated to a type of peach tree capable of storing Vril energy, thanks
to some cross-breeding with native specimens that naturally harness the power. Those who lived
here in bygone eras must have been plant specialists and this grove was a scientific experiment left
behind. Despite the mysterious loss of the entire scientific community in this area, the peach trees
matured and produce crop after crop of Vril-filled fruit. Unfortunately these particular hills are
overrun with overly large carnivorous cats, making the fruit difficult to obtain.
Effect: Provide up to 5 Hero Points through vril per fruit.

Ghost Fungus
This fungus is most often found on the rotting corpses of trees and creates eerie white fans two
to three meters wide that appear like robes flowing in the breeze. If this was not enough cause for
its moniker, then the attraction for spirits would. Although it is not clear why, the fungus seems to
attract spirits of all sorts. If there is a ghost fungus in the area, it is common that other sightings in
local villages increase. Natives will wander through the forest until they find the ghost fungus to rid
themselves of the haunting. The poisonous mushroom is not fatal but will cause severe cramping
and vomiting.
Effect: CON roll to resist becoming ill. Summons spirits.

Greybeard
This is a low creeping plant that grows in the branches of the trees in swamps and low-lying
areas, and seemingly never touches the ground. Its massive mat of tiny grey branches looks like
hair and covers whole sections of the forest with its canopy. Despite its strange appearance and
apparent invasiveness, it is a welcome sight to locals who use parts of the plant for everything—
bandages, preservatives, packing material, roof thatching, and tinder. Many local peoples wonder at
the strange plant that never touches the ground and they have many superstitions regarding their
seemingly rootless origins. Visitors who disrespect the holy plant can likely be sentenced to severe
punishments, such as beatings, for letting the plant touch the earth.
Effect: Many mundane uses; some consider the plant holy.

Burrsap
Burrsaps have been the bane of many visitors to the continent, although natives have become
determined to make the best of the stubborn weed. The plant rises like grass regardless of whether
soil is cultivated or in the deepest swamps. Its seed pods bristle with fine barbed hairs that catch on
every material from fur to leather. Once the burr finds something to latch on, it swells as it attempts
to root into the ground, impeding movement and forcing the victim to trip. The pods can get
up to a half-meter in size and weigh heavily, making even the most stubborn of animals stumble.
The unripe swollen seedpods are soft and edible on the inside, making for pleasant revenge. Some
villagers will activate the pods to make them swell, then open them for eating.

86
GEOGRAPHICA
Effect: Movement while encumbered by a swelling pod starts at DoD -5 and increases to DoD-
14 at its largest. Once the pod has finished swelling, the victim can rip away from it.

Strongroot
This diminutive plant can be found at the edges of swamps and lowlands. The small leaves and
tiny flowers make it hard to spot along the forest floor. Once found, the plant is dug up, providing
seekers with a root of at least 30 centimeters in length and as thick as a man’s wrist. When dried,
powdered, it can then be alchemically treated and turned into an amazing medicine that actually
makes one stronger, up to three times stronger than they were previously. It also boosts endurance
and is often used for horses as well as people. There have been reports of addiction and overdosing,
which causes a sudden loss of energy and paralysis in the extremities for upward of two weeks.
Effect: A single alchemical dose, DoD -5, causes a +3 increase to STR for three hours. Doubling
the dose in a 24 hour span runs the risk of paralysis (-5 to STR) for a duration of 10 days,
CON roll, DoD -3 to resist. Triple the dose in 24 hour period increases the danger; CON roll,
DoD -9.

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ATLANTIS: The Second Age
Names Names
Akwatuk, Aztlan, The Hordelands Gava
Of Beezh-Yeel Male Female
Male Female Alberic Angqua
Ahote Catori Donar Brunhild
Alo Cha’Risa Etzel Grimhilt
Chochmo Chu’Si Gundahar Hilda
Chu’a Hehewuti Ing Java
Honani Honovi Joyan Kathru
Istaqa Kachina Kulwif Kriemhild
Kachada Kaya Lounar Lavode
Kotori Lenmana Marq Lorelei
Kwahu Mansi Siegfried Milva
Lansa Pakwa Weland Nerthus
Makya Pamuya Wieland Sethra
Moki Takala Varg Sieglinde
Qochata Tiva Wodan Vix
Sikyatavo Tuwa Ziehl Xana
Tocho Una

Names Names
Akela, Tamarac Aquaga, Kulugmiut
Male Female Male Female
Adahy Adsila Apanuugak Aariak
Degataga Ama Bravuk Caedmon
Galegenoh Awenasa Opwamu Estuuya
Mohe Ayita Eeyeekalduk Innugati
Sequoyah Ahyoka Igaluk Kanguq
Waya Salali Ignirtoq Luava
Atsadi Tayanita Kigatilik Naaqtuuq
Atohi Galilani Nirliq Opik
Gawonii Tsula Nuniq Pinga
Kanuna Hiawassee Petuwaq Qaaynak
Tsiyi Immokalee Qannik Suqi
Kanagagota Inola Sighna Tobanga
Koatohee Tsistunagiska Waxlumee Uki
Oconostota Nanye-hi Tulugaak Wentshukumishiteu

Yonaguska Ninovan Ukiuk Yakone

88
GEOGRAPHICA

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ATLANTIS: The Second Age
Eria

Location Adventure Seeds


1. The Palace of Dawn his shoulder into the darkest part of the forest. The bear spirit searches for
The Palace of Dawn is said to be one of the eleven ancient cities of her claws to this day and offers a great boon to any who can find them for
the Jinn. Little remains of the city except a series of strange towers made her. Being powerful magic, the claws likely have a new owner.
of crystal and glass. The towers seem to sing when the wind or light hits
them and those who sleep within any of the towers experience strange and 9. Nayiq’s Dread
unsettling dreams. One of the Nayiq tribes became uncharacteristically aggressive after a
recent, brutal winter. The tribe has been attacking other Nayiq tribesmen,
2. The Slumbering Coast raiding neighboring nations, and wielding dark magic against their foes. The
Off the north-east coast of Eria it is possible to see what might be a citytribe takes numerous slaves back to their cave home on the island of Iriq, but
submerged in the deep waters off the continental shelf. Jealously guarded scouts have found no sign of these slaves. It is only a matter of time before
by Makara and worse, the “ruins,” if that is indeed what they are, beckon this aggression spills over into outright war.
nearby travelers. Unwary travelers are often taken away by the Makara for
untold purposes, but some Animists and Dark Arts practitioners claim 10. Council Hold
waters taken from the Slumbering Coast are invaluable aids for reaching out Deep in Gava’s interior lies a forest-choked valley known to the Aesir as
to spirits and the dead. Council Hold. The natives refuse to enter the valley claiming that the very
air there can kill. What lies beyond the valley’s orichalcum-lined entrance is
3. The Peaks of the Rotting King anyone’s guess but an old Aesir song speaks of a fire in the sky and demons
Deep in the mountains of south-west Eria is a small kingdom ruled with iron faces.
and comprised of the undead. Allegedly founded by a dying sorcerer, the
kingdom has grown and occasionally threatens the Aztlan to the south. 11. The Blight
Living men are used as slaves or sacrifices to the gods. An area of land covered with white spores that choke and petrify
the surrounding vegetation, the Blight has grown in recent years. Living
4. The Leaping Fountains of Ahtdo creatures caught in the Blight slowly succumb to a fits of coughing and
An ancient Jinn once spent a lifetime gathering the brass jars of his finally suffocation as the spores take root in the lungs. Fire or water seems
people, then another lifetime building a huge plaza with fountains and gems the only way to keep the Blight from spreading. At the center of the Blight is
and gold to house them, and a final lifetime crafting powerful magics and rumored to be the source, but few tales agree on what that source might be.
twisting the local flows of Vril so that the fountains would last forever but
also remain hidden for just as long. Seekers after knowledge and wisdom 12. The Screaming Giant
still seek the Leaping Fountains in south-eastern Tamarac, hoping to find At the center of a boiling lake atop a geyser is a giant wolf chained with
the elder Jinn. orichalcum for some transgression committed in the distant past. When the
geysers erupt underneath the giant, it howls in pain and anger. It will speak
5. The Great Serpent of the Peaks to any who approach with a kind word or large amount of fresh meat. Local
High in the peaks of the rocky mountains of Beezh-yeel reportedly tribesmen claim that much of what it speaks is lies.
dwells a great serpent whose name is Hunger and whose frigid breath gives
birth to monsters. The inhabitants of the region often leave sacrifices when 13. The Snake Road
attempting to cross the mountains while others actively seek out the great A series of large, round 3 meter diameter tunnels run under the
serpent in hopes of finding the remains of all the expeditions that have failed mountains from Akwatuk to the Hordeland wastelands. The tunnels belong
through the centuries. to a nameless snake god. Rumor has it that the shredded skin of the snake
god will make impenetrable armor. However, those who brave the tunnel
6. The Broken One risk being consumed by the snake god or poisoned by the numerous other
In times of war the Akela place the bodies of enemy dead up on wooden snakes that dwell in the nooks and crannies.
frames as a warning to those who would defile their lands. Legend has it
that one of these corpses, the body of a Netherman shaman, tore itself free 14. Cave of the Bear
from its frame and now wanders the plains, seeking vengeance. This undead In a cave full of stars captured from the night sky sleeps a great black
horror stakes out anyone who crosses his path, spending hours and days bear on a throne of polished mahogany. At his feet sit ten stone statues of
nibbling at their skulls and brains before letting them die in horror. heroic chiefs of ages past. The bear, adorned with bone and silver jewelry,
awakens during the weeks before Wayeb when it roams the nearby lands to
7. The Hungry Nest slay any evil that it finds. Sometimes, the bear will take those who are in
This rock pillar stands vigil above the forests of Akwatuk. Kutchin his cave when he awakens with him on this holy mission with promises of
storytellers say that once upon a time this spur held the nest of a great eagle future reward.
spirit but greedy tribesmen kept stealing the spirit’s eggs, which granted long
life and health. The eagle spirit cursed the stone of the pillar so that any man 15. The Woodman’s Axe
touching it is cursed to die horribly. Nobody knows if the nest still lies atop Stuck in an ancient sequoia tree at a height of 25 meters is an axe twice
the pillar and few are willing to risk what is an almost impossible climb even the size of any axe a man can lift. Those who have tried to remove the axe
without the curse. could not and both it and the tree are invulnerable to any attack used to
destroy it. The axe does not move even though the tree still grows. It is said
8. Bear’s Lost Claws that if the axe is ever removed the Hordelands would increase in size tenfold
A powerful bear spirit once lost her claws in a bet with a coyote. When and that it is the only thing keeping the evil and blight there from spreading.
confronted with evidence that he cheated, the coyote threw the claws over

90
GEOGRAPHICA

91
Europa

92
Europa Region
(yer-o-PAH)
The continent of Europa contains a great range of terrains, climates, and peoples, from the great
steppes of Scythia to the forested river valleys of Vir, the rugged hills and wooded groves of Hellas
and Saturnia, and the great plateau of Galecea. It is a land of wilderness and, for the most part, of
barbarism; only at the fringes of the continent, such as in Hellas, Tharshesh, and on the islands of
Minoa and Ys, are sophisticated cultures found. The rest of the continent is home to primitive tribes
and dangerous creatures. Most regions of Europa support scattered human habitation, but there are
few heavily populated areas.
It is difficult to divide Europa into broad geographic divisions. The vast region of Scythia, a land
of rolling grassland plains, is sometimes considered a second geographical area all its own, as is the
Galecean peninsula to the west. Between Galecea and Scythia, the continent is often divided into
two climatic/geographic zones, the Mediterranean region and the Northern region.
The grasslands of Scythia are bleak and desolate, but fertile enough to support herds of wild
animals and a sizable human population. The Northern region is much the same, but the plains give
way to some more rugged lands, and a few extensively forested stretches.
The Mediterranean region consists of those lands that border directly on the Mediterranean
Sea. Here the sea moderates the climate, creating a warm, pleasant, fertile region of mountains
surrounding numerous settled valleys and narrow coastal strips.
The last area, the Galecean Peninsula, is drier and harsher than the adjoining regions. The
coasts of the peninsula support extensive habitation, but the inland plateau is cool, dry, and far less
hospitable.
In terms of natural resources, Europa is not a very rich land. Tin, copper, gold, and silver are
found in limited quantities in some areas, along with iron and a few other valuable metals and
gemstones. For the most part, though, the continent has nothing to compare with the wealth of
Gondwana or some of the other rich continents elsewhere in the world. It may be that the scarcity
of resources in Europa reflects a lack of exploration and exploitation, rather than an actual dearth
of such valuable materials. Given the fact that Europa’s inhabitants, with only a few exceptions, are
still somewhat primitive, this is a distinct possibility.

Aragana
(air-a-GON-a)
The Aragan (AIR-a-gon) Mountains are home to a fierce hunter-gatherer tribe, which has resisted
all outside domination since the days of the Atlantean Golden Age. These people, the Aragani,
generally have jet-black hair, brown eyes, and olive-skinned complexions. They are barbaric by most
standards: simple hunters, warriors, or druids. Only a very few have any knowledge of witchcraft or
magic. A superstitious folk, the Aragani have a great terror of the evil eye. Otherwise they are utterly
fearless; a warrior people equally as determined and ferocious as Hesperian Amazons.
The Aragani wear crude clothing of animal skins, with crude cloth leggings. In battle they wear
headbands of cloth or leather (dyed bright red), as well as additional furs that serve as primitive
armor. Their favored weapons are spears, clubs, staves, and the sling, which is a weapon that has
become a great specialty of their people. All their weapons are of good quality, though mostly made
of stone interspersed with the occasional, prized bronze weapon.
The Aragani live in small, nomadic family groups. They build no permanent settlements, and
only gather in large numbers during wars or for religious holy days. They worship no gods, but
instead regard the local spirits as sacred beings. The cave bear, a common animal in Aragana, is
likewise held as sacred by the Aragani and a powerful cave bear spirit forms the center of their
worship. The Aragani druids perform sacred rituals within a circle of cave bear skulls surrounding
a monolith carved to resemble a standing bear. These holy days are followed by week-long festivals,
and are attended by most of the Aragani people.
The people are led by tribal chieftains, who in turn acknowledge the supremacy of the high
druid, the leader of the Aragani religion. These simple hunters desire no one’s land but their
own, but are fiercely independent and resent any intrusion upon their soil. They are xenophobic,
distrusting all foreigners. An old Atlantean proverb speaks of the Aragani as being “as rugged and
immovable as their mountain homes”.
One group on friendly terms with the Aragani, largely because they have no interest in their

93
ATLANTIS: The Second Age
lands, is a tribe living in the Citadel of Namtu (NAM-tu), which is built deep within one of the
The Spirits of highest mountains in Aragana. The citadel is named for the king who led his people to these
Aragana mountains ages ago, fleeing the destruction of their kingdom. The men of Namtu mine metals, rare
The mountains of Aragana earths, and minerals from the depths beneath their small, well-constructed fortress-town. Trade
are home to a dazzling array of between the Aragani and the men of Namtu has never been very enthusiastic, for the food and
spirit forms. The ancient trees herbs the Aragani can offer are hardly worth the exchange of bronze weapons and implements they
here have never known the bite
desire. Even so, the two groups are on good terms, and are pledged to mutual protection.
of a woodsman’s axe and resent
human intruders. Likewise, the
mountains themselves teem
with spirits of rock and stone.
Toward the end of the Golden The Black Forest
Age, the famous Atlantean The Black Forest is an extensive wilderness area located along the northern coast of Europa. It
Lotus Legion vanished in these is a strange and hostile region, populated by wandering tribes of Nethermen, packs of Andamen,
mountains when it tried to take and primordial terrors from bygone ages. The true power in this region, however, is held by the
a short cut through them in Nethermen hordes and their dreaded ruler, The Erlking.
order to put down a provincial
rebellion. Rumor has it that the
Though known and feared throughout Europa, The Erlking remains a figure shrouded in
ghostly legionnaires still roam mystery and superstition. That he is the absolute ruler of Europa’s Nethermen population is certain;
these hills looking for rebels. Of less certain is the exact nature of The Erlking himself. Some claim he is a demon, sent to Earth to
course, with Atlantis a shadow cause woe among mankind. The druids believe The Erlking to be a warlock of unsurpassed power.
of its former self, nearly The Atlanteans say that The Erlking is merely a hideous magician, whose life span has been extended
everyone is a “rebel”. by the use of black magic. Whatever his true nature, The Erlking is a force to be reckoned with.
From Darkhold, his dark fortress located in some unknown part of the Black Forest, he commands
nearly the entire continent’s scattered Nethermen tribes. Boar riders and other fell creatures convey
his dictates to the tribes as they are decreed. Fearing the wrath of The Erlking’s own army — said
to number into the thousands — the Nethermen bands obey without question. It is said that The
Erlking’s influence extends beyond the tribes of Nethermen, to the Ogres of the forest and even
humans, all of whom pay tribute to the Nethermen lord in return for his protection. Wagons laden
Lost Namt with the spoils of Ogre and Nethermen raids are regularly sent to The Erlking’s fortress by his
The island kingdom of Namt “loyal” subjects; failure to pay such tribute (for whatever reason) brings the swift and certain wrath
(the Namtu’s original home) of The Erlking and his minions.
lies, presumably, somewhere Nor does his power end at the forest’s edge; Nethermen raiding parties spread terror in his name
in the ocean between Europa throughout the whole of Europa. Due to the obvious dangers inherent in this region, few travelers
and Atlantis. The Namtu recall dare enter the Black Forest. Although the gypsies of Oggia sometimes toe the edge of the wood in
little of their home, only that search of certain magical herbs, none will spend so much as a single night in this place. Others who
it was overrun with “demon-
occasionally frequent the region (most notably bandits and black druid cultists) do so either under
faced” invaders and that the
entire island was one massive
the auspices of The Erlking, or at dire risk.
mountain. The location of the The Black Forest itself is choked with thick undergrowth, making traversing it all but impossible,
island remains a mystery to this unless one follows the paths and game trails regularly patrolled by The Erlking’s thugs. The trees
day, as does the identity of their that grow here exhibit an unhealthy, twisted appearance, and poisonous blooms and putrid fungus
attackers. dog travelers’ every step.

Darkhold
The Growing The Erlking holds court in the grim fortress of Darkhold. From here he rules his subjects and
Darkness allies with an iron hand. It is said that many thousands of Nethermen and other creatures are under
The Black Forest is his command, and that other tribes of Nethermen obey his will through fear of this great army.
growing slowly, year after year;
Ogres, were-creatures, boar-riders, and even a few tribes of humans dwelling near the borders of the
sometimes a nearby village
will awaken to find themselves
Black Forest are similarly forced to submit to his will, and pay large amounts of tribute in exchange
surrounded by darkened for his forbearance and protection. Failure to pay this tribute is certain to bring down his wrath.
boughs. The forest is filled with The Black Forest is a gloomy place, shrouded forever in shadow, with choking undergrowth and
the ruins of towers and castles, copses of ancient, tangled trees. The paths that run through the Black Forest are no safer than the
whose foundations were threatening wood, such trails having been made by the fell denizens of the forest, and serving as
shattered by gnarled roots. highways by which they travel.
The Erlking’s followers believe Though the gypsies sometimes traverse these winding trails to find their magic herbs, they will
he controls the forest’s growth
not venture far beneath the trees, and none will spend so much as a single night within the confines
but there is no proof that this is
true. of The Erlking’s dark woodland realm. Others who travel the Black Forest paths from the outside
world — usually bandits, witches, or initiates of the Black Druid cults — do so either as servants of
The Erlking, or at dire risk to their lives.
Most accounts relating to Darkhold describe it as a labyrinthine citadel, carved into a great

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GEOGRAPHICA
mound of volcanic rock in a large clearing amid the forest. At least three trails lead to Darkhold from
various directions, dirt tracks on which travel the wagons bearing tribute and slaves for The Erlking.
Each is said to be watched by unseen guardians, Nethermen and other minions of Darkhold who
ensure that none approach the fortress save by leave of their dark master.
Stories say that the Erlking’s hold can first be spotted by the columns of black smoke that coil
upwards from the mound, pouring forth from deep underground. But as there are many places in
the Black Forest from which smoke might rise (tribal camps, Nethermen outposts and the deadly
clearings where the Black Druids hold sacrifice, to name but a few), this alone offers no sure guide
to the discovery of Darkhold.
Any who chance to come upon the citadel of The Erlking, however, will recognize it easily
enough. The conical, slate-grey mound rises over 30 meters above the level of the ground, and the
main entrance, about three-quarters of the way to the top, has been carved to resemble the head of
a dragon or a similar loathsome, fanged beast. The battle in the Black Woods
The full extent of the labyrinth centered under Darkhold is not known. There are those who was fought over the course of
claim that dozens of major tunnels open to different parts of the Black Forest, some large enough to three days. The Naga sorcerer
pass gigantic siege engines, others barely large enough for a single man to squeeze through. Through and his allied Nethermen, gifted
these tunnels, they say, The Erlking can set up ambushes or surprise attacks far from Darkhold by The Erlking, hounded us as we
without being detected, while the smaller passages are for the use of solitary messengers and spies. tried to make our escape with the
One report claims that The Erlking maintains one secret way known only to himself, through Head of Unluat, the Troll Lord.
which he is accustomed to slip out in the night to go about his own affairs without being seen. Rogo, Kell, and I were rear
guard as Petranova, Caerwyn,
Wago, and Druna escaped across
The Erlking the river to the land of the
Hellenes. We steeled ourselves
As for The Erlking himself, the stories invariably describe him as being robed all in black, his
and awaited the squeal of the
face concealed by a black hood. Tall as a man, he is said to stand, but bent with age, or perhaps some
boars heralding the Nethermen…
sort of deformity. His voice is that of a child, and some claim that he is fluent in many tongues.
what we saw was much worse.
The Erlking’s Chief Minister, if legend is to be believed, is The Erlking’s mother and a personage
The sorcerer Kaliya rode on the
of exceptionally long life and great magical power. Most accounts agree that this Chief Minister is
back of a steed stitched together
a Human, or bears a human woman’s shape, at least. To the Nethermen, this person is known only
from the parts of men, beasts,
as The Erlking’s Voice, for it is her duty to convey all decrees made by the dark lord.
and insects, laughing as his
By day, The Erlking and his advisers hold court. Chieftains of subject and allied peoples come demon hurled gouts of plague
before the court to seek audience, asking aid or protection, or offering gifts to appease their fearsome at us. We killed wave after wave
overlord. Nethermen guards wielding whips oversee the slaves who serve The Erlking, his court, of Nethermen and their bodies
and his guests. All around are lesser members of the court — soldiers, officers, ministers, minor formed a barricade at our feet
functionaries, shaman-priests of the Nethermen cult, and creatures of the night. that helped shield us from the
Justice within Darkhold is meted out by The Erlking, and disputes both within the citadel Naga’s dark sorceries. If not for
and among subject-allies are settled by his will. Most often, The Erlking himself says no word, the quick prayers of Kell and his
indicating his decisions by gestures or signs. The Erlking’s Voice, or some other underling, will foreign god I would have lost my
generally pronounce The Erlking’s command. Only in matters of the greatest import will the dread life. Rogo paid the ultimate price,
ruler of Darkhold speak, but all know that it is his rule, and no other’s, that dominates Darkhold’s stopping the battle by grappling
halls. the Naga and holding him as Kell
The judgments of The Erlking are said to be swift and merciless. Those who have proven and I escaped. The damned fool
cowardly, incompetent, or treasonous, and those who violate any of The Erlking’s laws, are almost of a boy, Rogo; I heard his soul
invariably sentenced to death. Some are slain on the spot; others are condemned to the torture being ripped apart by the Naga’s
chamber. Those who might be of value are sometimes confined in the dungeons, pending the dark powers.
receipt of a ransom or other exchange. Donobey of Nubia
The Erlking’s influence is said to extend from the cannibalistic nomads of the Scythian Plains
to the dread fanatics of the Sons of Ba’al in Atlantis, and even to the trolls who delve beneath the
Hyperborean Mountains, and the witch-queens of Gorgos. His Nethermen bands range the wilds
of the Black Forest, Draconea, and beyond, raiding, exacting tribute, and taking spoils and captives
as they go.
“In the court of The Erlking”, so it is said, “madness reigns”. Here, the Lord of the Black Forest
holds sway, amidst an atmosphere of debauchery and wild revelry. Grisly feasts are prepared, to be
set forth for The Erlking and his minions. Nethermen drums echo throughout the darkened halls,
and a procession of slaves, prisoners, and grotesques are made to put on spectacles to amuse the
Nethermen lords.
Those who fail to satisfy their masters are put to death, usually in some way that will amuse
The Erlking and his followers. A favorite method of execution is to throw the offending individual
into a deep pit, into which is then released some sort of menace; hunger-maddened ghouls, hordes

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ATLANTIS: The Second Age
of vermin, and caustic alchemical agents are said to be quite popular with The Erlking’s torturers.
Sometimes the victim is given a weapon with which to fight; other times the hapless individual may
be bound, chained to the side of the pit, or blindfolded. The revelers often enjoy wagering on these
events, when they are not too drunk or drugged to notice.

Inside Darkhold
I spent time as a slave on the The citadel of Darkhold shows nothing of workmanship or skilled planning, and digging by
Atlantean Islands as a youth. Nethermen is swift and haphazard. Chambers are hewn out crudely, with uneven walls and irregular
That experience left me bitter shapes. Even The Erlking’s throne room is thus, resembling a cave more suited to a wild beast than
and always wanting more from to a mighty ruler.
life. I fear that a slave in the pens Tunnels and passages within the citadel tend to be narrow and twisting and well-suited to
of Darkhold must suffer tenfold. defense. Access between levels is mostly by way of steep, narrow stairs. Many of the deep tunnels
Had I the resources — power, that lead to the outside are wider, and use ramps instead of steps, so that heavy siege equipment and
wealth, an army — I fear I would dire wolf cavalry can move easily to and from the secret entranceways.
be hard-pressed to not march Lighting throughout the subterranean fortress is generally poor. Nethermen of this realm can
on the Dread Wood and free as see quite well in the dark, and so have little need for bright lighting. For the most part, a few feeble
many as I could whilst fate and torches, mounted in crude brackets on the wall, provide all the illumination they need or want.
the gods allowed. There are Slaves and prisoners of The Erlking must often grope blindly through these darkened corridors,
tales, rare and hard to verify, of wary lest they fall into a pit or open stairwell.
individuals or small bands stealing None can mistake the martial nature of Darkhold, for Ogre and Nethermen troops are seen
into Darkhold to rescue one or patrolling the halls at all times of the day and night. Sentries are posted throughout Darkhold,
two such slaves or prisoners. Such guarding doors of most important rooms or chambers, or stationed in the widened grottos that
tales give even me hope. appear in strategic places along the major tunnels and stairways.
Caerwyn Ironjaw, Lemurian Most guard posts are manned by two sentries, and generally some kind of wild animal
is kept nearby. These beasts are either kept chained to the wall or penned in small
caves or crude metal cages. The guards are able to release them quickly, should
the need arise, to savage an intruder or an escaping slave or prisoner. The
animals are rotated to and from the cages that surround the dungeons
every day on the same schedule as the changing of the guards.
Darkhold’s complex of underground caverns and tunnels
is vast and intricate, and is believed to radiate outward many
kilometers in every direction from the citadel itself. Although
many of these tunnels were built for the specific purpose of
providing access to distant parts of the Black Forest, others are
natural caverns, discovered by Nethermen delvers and their slaves.
Almost directly under Darkhold, for instance, lies a natural cave
system holding a vast underground lake. Slave-operated pumps allow
water to be forced upwards from these subterranean pools to the rest
of the citadel. Many strange and ancient things are said to inhabit the
Lake Cavern, which the Nethermen fear. They will not willingly pass
the heavy iron doors that have been installed to block the tunnels
leading there, and an assignment to repair or maintain the pipes
that make up the pumping system is a duty every Nethermen fears
to draw.
A few slaves have escaped into these caves, and through them
into other tunnels and caverns that ultimately led to freedom.
Those who have done so have reported that the way is long and
fraught with difficulties. Even so, it is whispered in the slave pens
that this is the safest means of escape from Darkhold, for only a
very valuable prisoner or slave would be worth pursuing into this
place which the Nethermen fear so much.

Broceliande
(bro-sel-ee-ON-de)
Broceliande is a small forest kingdom on the southern coast

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GEOGRAPHICA
of Europa, in the very heart of Draconea but not too distant from forbidding Aragana. Unlike the
rest of Draconea, it is a land of order and relative peace. In reality Broceliande is little more than a
single city, Celanus, and its surrounding forest settlements. The story of Broceliande is the story of
that city; a place that has been the site of countless settlements over the past ages.

The City of Celanus (SELL-ahn-oos)


Celanus was originally settled by a now-extinct race countless eons ago; the ruins they left
behind were discovered by Lemurian explorers who used them as a basis for a research outpost. It
was these gentle beings that gave Broceliande’s plant life its almost supernatural health and vitality.
The flora that grows here today is some of the hardiest and most resistant to corruption in the
world. The Ophidians destroyed the Lemurian settlement during the early years of their war with
Lemuria, burning the heart of the forest to the ground.
The Anunnaki built a laboratory here a few centuries later to study human physiology. Terrible
acts of torture and horror were committed in Celanus for over a century until an Atlantean strike
destroyed the Ophidian settlement. The serpents, distracted by other events in the war, never
returned.
In the early years of the Golden Age, a powerful necromancer built a fortress here, feeding on
the vengeful spirits of the Ophidian victims. The necromancer was cast down from the Aragan
Mountains by tribes who had grown sick of his predations. The battle decimated the tribes and they
never regained their former strength. A few decades later the Atlanteans founded a small town here
that grew to be a hub for their colonies to the north and south.
The city of Celanus became known as the only safe haven in Draconea and trade blossomed.
The city even sported a Vril pyramid and a rare Vril gate. The Cataclysm hit Celanus hard; trade
dried up overnight, the city suffered from multiple slave revolts, and the Vril gate’s malfunctioning
state wasn’t realized until nearly all the Atlantean population had used it to flee home to Atlantis.
Celanus’ human population persevered through plague and strife, relying on the city walls and
plentiful forest foods to provide for them. The Lemurian alternations to the forests meant that the
Celanean people had a plentiful food supply, something that made them a target during the early
years of the Dark Ages. The city became something akin to a fortified camp with the captain of the The Gatherers
city guard taking over as de-facto ruler. To this day Celanus is ruled by a “Captain” rather than a Celanus has a rather small
king. The years of isolation have made the Celanean people more than a little xenophobic and while population for a city but it
should not be able to sustain its
they trade with other nations they will strike against perceived enemies with alarming swiftness.
population based on a hunter-
Celanus retains much of its Atlantean architecture (though it is often repurposed) and the gatherer society without
craftsmen there retain the knowledge of ironworking, though their steel is of only average quality importing massive amounts
compared to Atlantean or Cimmerian blades. A visitor will notice the Celanean hatred of magic. of food. However, the city has
This hatred is all-consuming and they freely torture and execute magicians of all kinds. Some one massive advantage in this
whisper that the ghosts of those murdered by the necromancer have tainted the Celaneans against regard: the Lemurian-bred
sorcery, while others simply point to the terrible damage done by magicians following the Cataclysm plants in the forest provide a
when magic went awry for a time. plentiful bounty far beyond
what any natural plants should
The Celanean army patrols the forests of Broceliande. The army is broken down into two be capable of. Gatherers from
broad orders: the Leaf Guard is responsible for patrolling the woodland surrounding the city and the city can pluck a fruit bush
destroying threats there while the Stone Guard defends the city proper from attack. The Leaf Guard or nut plant clean and find it
is made up of small units of trained woodsmen who specialize in hit-and-run tactics. These men are full of fruit again in a week.
lightly armored, trained in camouflage techniques, and carry their signature short bows and short- What few are aware of is that
swords with pride. The Stone Guard wear chain or plate armor and carry long bows and spears. To the production from plants is
be a member of either of these organizations is a matter of some pride and rivalries between the two starting to slow and the city has
groups do get out of hand from time to time. Much of the city’s politicians come from the Stone been forced to send hunting
parties out into Draconea as
Guard and so it receives much better equipment than the Leaf Guard.
well as increasing trade with
other nations. Should the
general population of Celanus
The Vril Gate find out about their food woes,
Celanus was one of the few cities outside of Atlantis to have a Vril gate. These highly bloodshed and panic are likely
sensitive marvels could send objects and people through space and time to another gate. to follow.
The transport took days but it was still faster and safer than a sea voyage. The gate in
Celanus malfunctioned during the Cataclysm and now it hurls those stepping through it
through space and time to some unknown destination. Efforts to repair the gate failed and
now the city uses it to dispose of waste and the occasional criminal. The people of Celanus
are blissfully unaware of the dangers of using a Vril gate and should they find a way to
repair the gate they might start using it for its intended purpose once again.

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ATLANTIS: The Second Age
Draconea
(dra-KO-nee-a)
Draconea (the Land of Dragons) is the name given to the vague and ill-defined lands of
central and western Europa. Formerly, most of the continent was known by this name, but human
expansion and encroachment have impinged upon Draconea’s boundaries in recent centuries.
Today the region extends from the Europan coasts to the Atlantean Ocean, and dominates the
The Truth of Tok interior of western Europa.
No mortal fortress could
Draconea is not inhabited by humans, save for a few wandering nomads or foolhardy
survive in Draconea without
Croidubh’s permission. The
adventurers. Nethermen, Ogres, and all their cousins are fairly common, and the Draconean forests
Citadel of Tok is an elaborate are reputed to be infested by great serpents, venomous snakes of incredible toxicity, and the famous
lie, intended to draw humans “speaking snakes” that mimic human voices and lure travelers to their doom. The volcanoes around
away from the sites of Broceliande and Aragana are believed to shelter drakes and dragons. Less spectacular, but no less
Ophidian power in Draconea. dangerous, are the mastodons, lions, and Europan tigers of the land.
The fortress is actually built Draconea is a wild land, untamed and without any dominant culture, political system, or
around Croidubh’s sleeping benevolent civilization. Only those who actively seek danger or adventure come here. Once,
head, the twelve towers Atlanteans hunted along these shores in search of trophies, but few of these hunters proved equal
behind his crown of horns,
to the perils of the land, and the practice stopped after many failed to return. Shipwrecks along
and the Masters of Tok are
in actuality little more than the Draconean coasts are also common, primarily because of the region’s unpredictable weather,
solid projections of Croidubh’s especially on the northern coasts. Survivors of such shipwrecks often find in Draconea a more
waking dream. terrible death than anything the sea could offer.
Within the borders of Draconea are hidden the last vestiges of the Anunnaki rule of the
continent. Vast, monster-infested ruins conceal outposts where the twisted Ophidians plot and
scheme to retake the rest of Europa. The Ophidians here have some contact with the Lady in
Green in Alba and sometimes make the dangerous trip to Arden to trade knowledge with her. The
Ophidians here are ruled by a single being, a terrible creature made of rage and spite given physical
form: the dragon, Croidubh (KREE-duv) the Deathless. This ancient entity is one of only a handful
of true dragons that yet live on Earth. Croidubh is said to issue orders by dream from his citadel of
Crioch-Scath (KREE-ok-skaaw) where he sleeps in immortal slumber. The fortress lies in the heart
of a volcano, floating in the depths of a pool of molten magma and is therefore all but impregnable
to mortal man.
One human-dominated location lies within the borders of Draconea: the Citadel of Tok
(TAHK). Legends say that Tok is dominated by a secret brotherhood of sorcerers, twelve in number,
who are masters of magic. Their twelve-towered citadel, constructed of rough-hewn stone blocks,
is reputed to be a storehouse of fabulous magical items and arcane knowledge. It is supposed to
be ringed round with circular stone huts filled with human slaves, who maintain and defend the
citadel. Armed only with slings and clubs, and unarmored, these slaves are only the outer defense;
the real protection of the citadel lies in the power of the Twelve Masters.

Galecea
(ga-LEE-see-a)
The region that gives its name to the Galecean Peninsula is a large, roughly circular territory
bounded to the north by Aragana, to the south and east by the Tharshi domains, and due west
by the River Oceanus. The region is subdivided into two distinct areas (sometimes considered
individual regions in their own right), the coastal strip of Ugala (UH-ga-la) and the great plateau
region of Alamanazor (a-la-MAN-a-zor).
The plateau reaches almost to the coast; the high cliffs block the progress of moisture-bearing
clouds inland, so that only Ugala receives very much rainfall. Alamanazor is a very dry plateau,
mostly covered with scrub and sparse, but hardy, vegetation.
Galecea, like Aragan, is a land where spirits walk aplenty. Fire spirits dance in the volcanoes that
ring the Galecean Plateau, while sylphs range about the upland heights. The plateau itself is reputed
to be frequently traversed by entities of rock and earth. Only water spirits are rare in this arid land.
Galecea is also the home of a variety of rare and monstrous creatures. Manticores, chimeras, and
tribes of strange, intelligent spiders are said to dwell on the plateau. Ogres, cave trolls, and similar
fell beasts haunt the ruins of past cultures, which are pervasive in Galecea. None are particularly
common, dwelling in scattered lairs or bands across the face of the great plateau region. Less
fearsome wild animals, including giant boars, aurochs, and the ibex, also roam these arid lands.

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GEOGRAPHICA
Small groups of barbaric humans, Nethermen, and other groups also make their homes here, and it
is a place of refuge for various brigands, fugitives, hermits, outcasts, misfits, and certain disreputable The Arac
spell-casters. There are no large communities and no dominant cultures. There are, however, signs of Tales of these tribes of
ancient habitation. Galecea is dotted with windswept ruins, primarily of Atlantean and Hesperian intelligent spiders are enough
origin, but in some cases left from lost, mysterious civilizations. These ruins are said to have both to terrify most people away
from the ruins of ancient
ancient treasures and secrets of great magical power hidden in their crumbling halls, and attract
Galecea. They are, however,
fortune-seekers and treasure hunters from Tharshesh, Atlantis, and even Hesperia. not entirely true. There are
a number of tribes here who
worship a spider-like deity
that is a reflection of the
Hellas Orixa Anansi. The Arac are
(hel-AS) in fact human, though they
wear clothing and masks that
Hellas is the smallest of several peninsulas which thrust southwards, out of Europa into the make them appear spider-
Mediterranean Sea. It is surrounded on three sides by the sea, with the regions of Oggia and Vir like. They claim that Anansi
bordering it to the north. It is a sparsely-inhabited land, largely forested, and rather rugged. There tasked them with protecting
are also many savage and dangerous beasts that make life precarious for the humans who live along the ancient ruins in exchange
the coasts and throughout the bulk of the Pellopenesian peninsula. for some undisclosed favor.
The people who inhabit Hellas are olive-skinned, dark-haired individuals who tend towards The Arac use dual-pronged
average height and build. Women generally wear their hair long, while men wear short-cropped punching daggers coated in
venom and web-like nets as
beards and hair. Both sexes wear flowing robes and togas, usually of white cotton or linen.
their primary weapons. They
The inhabitants of Hellas divide their region into several territories on the basis of traditional spread their web-nets around
tribal holdings. In the current age, these territories are divided into a number of independent, and their campsites to keep out wild
often competing, city-states. The largest and most prosperous of these is the city of Athens in animals. If this has the added
the territory known as Achaea. Other city-states include: Corinthea (KOR-in-thee-ah), Argosea benefit of perpetuating the
(AR-go-see-ah), and Spartas (SPAR-tas) in the Pellopenesus, with Megara (MEH-ga-ra), Chalcis exaggerated spider tales, so
(kayl-SIS), Thebos (the-BOS), Acanthus (ah-CAN-thoos), and Potidaea (po-TEE-da-ee-ah) be it.
in the north of the region. The many islands that dot the Aegean Sea between Hellas and
Yalak are largely settled by the Hellenes (as the people of Hellas are known) although
ownership of many of these islands is in dispute with the island nation of Minoa to
the south.
Arcadea (ar-KAY-dee-ah), at the far north of Hellas, is the most peaceful and
pastoral region of Hellas. Although humans do live here, they are few in number
and tend to be almost as shy and reclusive as the spirits who frequent these same
woodlands.
Argosea (AR-go-see-ah) includes several swampy areas, especially the great
Lerhan Marsh. Hydras breed in these swamps, and are something of a problem,
but are not so numerous as to pose any major threat. They are a dangerous
nuisance to travelers all the same. Perhaps the most feared district in all
Hellas is Nemea (ne-ME-ah) to the north and east, home of the creature
known as the Nemean Lion. While these frightening beasts are found
in many parts of Hellas, Oggia, Vir, and Saturnia, nowhere are they so
common as in the Nemean Vale.
The Hellenes are by and large a pastoral people, herding goats and some
cattle for food and other products, but their urban classes dominate society, with
philosophers, poets, and great warriors being held in great esteem.
The Hellenes live simply, eating lamb and goat, cheeses made from goat’s milk, olives and
grapes, and occasionally adding wild game to their diets by hunting. Their governments range the
gamut from a pure democracy in Athens to the military dictatorship of Spartas and the monarchies The Orixa and the
of Corinthea and Argosea. Most Hellenic rulers make great claims to descend from one god or Hellenes
The Orixa have a strong
another, although it is generally acknowledged that these claims are pure fantasy.
connection to the Hellenes
The Hellenes revel in battle, a trait they most often use amongst themselves much to the relief and many of their heroes have
of their neighbors. The Hellenic city-states have been in a constant struggle for dominance of the been inspired by the gods
region since the early days of the Second Age with the top position changing hands frequently. Of themselves. Demigod children
late, the city-state of Athens has maintained a position of dominance, thanks in large part to its of the Orixa are relatively
impressive naval power. Athens has brought many smaller cities and Aegean islands under its sway common in Hellas, making the
and war with the other city-states appears inevitable. land all the more dangerous
as one never knows if they are
Other nations such as Khemit, Minoa, and even Atlantis and Hesperia keep a close eye on
starting a barroom brawl with
Hellenic activities, as they fear a successful bid by Athens in a series of civil wars could see the the son of a god.
ambitions of this city-state expand beyond the borders of Hellas itself.

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ATLANTIS: The Second Age
Ku
True Seeker Ku lies on the northern coast of the Europan continent, along the shores of the Hyperborean
The amber trade in Ku is Sea, and wedged between the desolation of Draconea and the constantly encroaching Black Forest.
decentralized with individual It is a nation inhabited by human fishers and farmers, a loose association of settlements that
merchants working together
cooperate with each other but are not actually unified.
only when they have to.
However, nearly every The people are light-skinned, with blonde or brown hair. They closely resemble the Vanir of
merchant has contact with an Hyperborea, to whom they may be related. They wear cloth tunics, belted at the waist, with tall
Ahl-At-Rab trader called Kaw boots and furs worn in the winter.
operating out of Bisku. This A fairly primitive culture, the Ku know practically nothing of science. They mine lead, silver,
stoic old lizard is one of the few and tin from three small mines in this interior wilderness, but they are not skilled metal smiths;
of his kind in Ku and offers top wood is their favored medium. Flint and other kinds of smooth-polished stone are the most
prices for certain prized pieces sophisticated materials for locally made implements, though these are beginning to be replaced by
of amber. Nobody is really sure
bronze imports.
what he is looking for but nearly
every trader in Ku shows him Pottery is well-developed and widespread, but strictly utilitarian in nature. Though they are not
their wares because the prices advanced, the people of Ku are gaining an increasing degree of exposure and sophistication in the
he pays for what he wants are ways of foreign cultures. They have extensive trade contacts with the outside world, though they
far above the market value. primarily act as middlemen, rather than providing any important resources of their own.
Amber is the key to Ku’s trade position. There is a great demand for amber in Atlantis, Tharshesh,
Ophir, and other southern realms. Though Ku has no native amber, they obtain it through trade
with the Vanir in Hyperborea. Usually a warlike people who distrust outsiders, the Vanir allow
Ku ships to pass freely through their territorial waters. They trade amber for herbs, cloth, wood
items, and occasional luxury goods obtained by the Ku from other realms. Both groups benefit
from this trade, and it may be that the theoretical blood-relationship between the two peoples has
helped keep this link strong. Merchants operating from Atlantis or Tharshesh’s far-ranging traders
stop in Ku’s port to trade metal implements, fine products from Ys and Broceliande, and similar
merchandise for the amber acquired from Hyperborea. Other exports include tin and jewelry. An
overland trade route skirting the Black Forest and Draconea also carries amber south through
central Europa, although this route is frequently raided.
Darkness Looming
The Ku have blissfully Relations with Ys are excellent, as are those with the Ogi of Oggia. There is little contact with
ignored the threats sitting on the people of Alba; only limited relations have been established. Mostly, though, Ku gets along well
their doorstep. The monsters of with other peoples, and is rapidly assimilating the traits of higher cultures. Many of these have been
Draconea and the Nethermen rather haphazardly absorbed, often with contradictory results.
of the Black Forest all watch The population of Ku resides mostly in small stone-wall enclosed oak and pine villages along
with greedy eyes as the “soft” the coast. These include Bisku (BIS-ku), Krem (KREM), and Gelen (GE-len). Bisku is the largest,
towns of Ku grow rich and fat.
and the titular capital of the nation. It is located entirely on a small island just 130 meters offshore,
While the druids of Ku seem
entirely encompassing the five acres of the tiny islet. A wooden causeway leads from Bisku to the
outwardly to do nothing they
are engaged in a quiet war with coast, where there is a small foreigner’s ghetto. The other settlements are all much smaller.
the powers of the Black Forest The nation of Ku is a loose confederation of these village settlements. Each is governed by a six-
though it is a conflict they are man council. Periodically, all of the councils gather together in Bisku to discuss common problems,
losing. A number of the druids adjudicate disputes between villages, formulate policy, and so forth. Prices are established for trade
have been secretly corrupted goods, wages are standardized, and the flow of goods is thus regulated. There is no further attempt
by agents of Draconea and at unified government.
all of Ku could soon become
There is, however, a ceremonial King of Ku, Once each year, at the Summer Fish Festival, a
a battleground between the
Nethermen and the Ophidians. fishing contest is held. The man who can catch the largest haul is proclaimed King of Ku, a title
held for all of 24 hours. During this time, the man is treated royally, and any reasonable request
he makes will be honored enthusiastically. A king who behaves in an arbitrary or cruel fashion,
however, will be pulled down from his mock throne by the people, scourged, and escorted to the
edge of the Black Forest.
The people of Ku are excellent crafters of wood, and still make many utensils out of this
medium. Though almost equally talented in weaving and in the art of making sails and nets, it is
in wood that the craftsmen of Ku have earned the greatest reputation. Oak and pine are favorite
materials, especially for buildings. The Ku even pave their village streets with wooden billets. All
villages are built and laid out in the same fashion, with an oval stone wall surrounding joined
rectangular buildings in east-west rows. Some joke that the Black Forest doesn’t encroach further
into Ku because it is scared of being turned into boats and toothpicks.
The Ku build squat, wide-bodied ships and boats to ply the sea-lanes for fishing or to trade with
Hyperborea. Their ships are constructed of animal skins stretched over wooden frames, a design
many non-Ku find impossible to accept as seaworthy vessels. The flexible, treated leather hull is
very resilient, and rough seas are weathered easily without smashing the framework. These ships

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GEOGRAPHICA
leak almost continuously, but the leaks are slow enough to allow them to be bailed out before the
water becomes a real hazard. With an ever-shifting hull and a framework held together by ropes The Places
alone (a design that causes foreign shipbuilders to curse, laugh hysterically, or shake their heads with Between
disbelief ), the footing in these vessels is uncertain at best. Most non-Ku who try to take passage in Minoans do not use
these odd little craft spend much of the voyage hanging on for dear life. corridors or hallways in their
buildings. Every room in a
The Ku are expert cod-fishers, using lines and nets strung between fishing craft. Large supplies
Minoan home, be it hovel or
of fish keep all the villages fed year round, supplemented by shellfish and mollusks gathered along palace has a function. This
the coast and simple but effective agricultural techniques. Hunting is sometimes attempted, though architectural oddity results in
the Ku are not particularly adept at this skill; their favored weapons include bows, spears, harpoons, their larger buildings being
axes, and hammers. maze-like and difficult to
Despite many changes in culture, the Ku retain their druidic cults, with a pantheon headed navigate for foreigners. The
by Kernunnos and The Morrigan. These two deities are worshipped primarily as the Sun and the reason behind this strange
Moon respectively. As a result, the Ku reckon day and night as separate time periods, and have both construction is simple, though
few alive today know it; the
a solar and a lunar calendar.
island is plagued by a dark
The people cremate their dead, following an age-old tradition. The ashes are placed, with much spirit that is trapped between
ceremony, within truncated, cone-shaped burial urns. These are buried during the twilight on the dimensions. The spirit can only
night of the full moon, when the moon shows her full face and is rising as the sun sets to westward. seem to pierce its dimensional
The Ku believe that the “Stairway to Heaven” stretches to the Earth on this one night of the month, prison through “functionless”
allowing the wandering souls of the dead to gain entrance to heaven. constructions, making hallways
The druids of Ku are an elitist group separated from the rest of society. They live in sacred groves and corridors pathways to
along the inland boundary with Oggia. They are prominent figures in society, for they are believed freedom.
to intercede with the gods for the rest of the population. The Ku supply all the needs of the druids
freely, but the druids take little active interest in the society or politics of the nation.

Minoa
(min-Oh-a)
The island nation of Minoa, like Tharshesh, is a Golden Age Atlantean colony. Unlike Tharshesh,
however, Minoa never fell to barbarian invaders following the Great Cataclysm, although its
civilization did slide for a time. If the Minoans can breed
Second Age Minoa is a rich trading nation with a merchant navy rivaling that of Atlantis itself. Taurans rapidly, it may spell the
The military side of its navy however is lacking, a fact that seems to be looming larger as the power beginnings of a new Beast War,
of Athens, to the north, increases. with Minoan Tauran heavy
The Minoans are settled in a series of palace-fortresses along the coasts with scattered villages, infantry troops being hired as
raising goats and sheep and harvesting olives, figs, and grapes in the interior of the island. Each mercenary bands. If the Minoan
palace-fortress is ruled by a king who governs locally, and a council of kings making decisions that navy is developed in tandem, the
affect the island nation as a whole. Located at a major intersection of ley lines, Minoa is one of the surrounding nations could be in
last places in the world where such wonders as glowing roads, levitating carts, and similar Golden danger. It is unlikely, however,
Age Atlantean devices still function. There are two functioning Vril pyramids under Minoan that Khem or Athens would allow
control: one at Knossos and one on the island of Thera, a Minoan colony in the Aegean Sea. things to progress so far. Travelers
The religious life of Minoans largely follows the Atlantean style, although a fertility cult should be wary of becoming
centered on the Bull has been growing for several generations. It is widely accepted that Golden tangled in the politics between
Age Minoans are responsible for the creation of the Bull-Man Andamen known as Taurans to rising Minoa and its neighbors
most but as Minotaurs in Minoa. Even now in the Second Age, Minotaurs are fairly common unless they enjoy the dangers of
on Minoa and many are used in the massively popular gladiatorial events held in all of the palace- an exciting life.
fortresses. Rumors have been circulating lately that have attracted the attention of no small number Caerwyn Ironjaw, Lemurian
of Atlantean alchemists, scholars, and sorcerers that a Minoan magi by the name of Minosos has
found a way to breed Taurans true. That is to say, he has discovered a method whereby all Tauran
offspring are born at normal rates rather than at the usual low birthrate of Andamen. If this is in fact
true, many scholars will be very interested in this method as it may unlock further keys to Golden
Age Atlantean hybridization techniques.

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ATLANTIS: The Second Age
Oggia
(O-jee-a)
The forest lands of Oggia are located in the central region of Europa, and border the neighboring
territories of the Black Forest, Scythia, Vir, and Saturnia. Unlike the dark and tangled expanses of
the Black Forest, the woods of Oggia are mostly pleasant. Here the forest floor is carpeted with
sweet-smelling herbs and mosses, the verdant glades interspersed with sunny patches of meadow
grass and copses of flowering shrubs. Game is plentiful; pheasant, partridge, and deer roam the
woodlands, and the streams and brooks are teeming with fish.
The primary occupants of this wooded domain are the colorful folk known as the Ogi, a
wandering tribe of nomads. Originally from Turan or Mohenjo-Daro (accounts differ on this
point), the Ogi are believed to have settled in Oggia sometime around the beginning of the Golden
Age. They are a dark-skinned, black-haired people, fond of brightly colored clothes and all manner
of jewelry and baubles.
The Ogi travel throughout Oggia and the rest of Europa in painted wagons, drawn by teams of
horses or mules. Though they range widely, the Ogi always return to Oggia at least once every couple
of years. Much of their time is spent in gaiety; songs and dances are most popular amongst the Ogi,
as are acrobatics and a wide range of entertaining skills. The Ogi also have a great fascination for
Ogi Magic
The Ogi believe that magic magic, and many seem to possess some little talent in this field, usually following the Witchcraft
is a very personal thing and not tradition.
to be toyed with. Ogi witches By profession, most Ogi claim to be performers, fortunetellers, herbalists, or artisans (Ogi
rarely use their power unless silver and goldsmiths are respected throughout much of Europa). Indeed, their caravans resemble
the matter is very serious nothing so much as traveling circuses, ambling from village to town, selling their trinkets, baubles,
indeed. Defense and rightful and elixirs, and performing at local fairs and festivals. They are generally regarded by most Europans
vengeance are the only times as simple but harmless vagabonds; eccentric, perhaps, for they never seem to remain in one place
when Ogi witches believe
for any length of time.
magic is always the answer.
Ogi will give advice to others In point of fact, the Ogi are a sly folk who possess a most unique outlook on life. Stated simply,
in ridding themselves of evil the Ogi believe that the gods have bestowed upon them the right to pilfer as they wish. Though the
magic but usually refuse to Ogi are honor-bound not to steal from each other, anyone or anything else is considered fair game.
directly aid since they believe As a result, most Ogi are adept at one or more thieving skills, such as picking pockets, conning,
that evil acts attract evil magic tailing, forgery, lock-picking, scaling walls, and so on. Many are accomplished rogues, harlequins,
and the cursed must atone for or charlatans. Though the Ogi love nothing more than a clever scam or an easy heist, they do not
whatever wickedness led to
condone violent or cruel behavior of any sort. Ogi who engage in such behavior are expelled from
their misfortune.
the tribe, often after being branded as an outcast. An inverted pentagram is the most common
mark, applied either to the forehead or chest.
As the Ogi are by nature a secretive folk, little is known of their religion, culture, and traditions.
Because they are such a colorful race, if not always well-loved, there has been much speculation
concerning Ogi customs and mores. Many consider the Ogi to be promiscuous and while this is
untrue, their easy manner and lack of personal space tends to fuel this lie. Some say the Ogi are in
league with demons, or that they have Jinn blood running through their veins; though again, this
is a lie perpetuated by those who’ve suffered at their hands.
A more common, and perhaps less farfetched, belief is that the Ogi are ruled by a king. According
to some tales, the king of the Ogi reigns from an oaken throne located in an obscure clearing in
the Oggian woods. His subjects come to him to settle disputes of all sorts, which, it is said, he does
with uncommon wisdom. If the Ogi king has any duties other than this, they are currently known
only to the Ogi themselves.

Otesium
(o-TES-ee-um)
The valley of the River Eridanus (air-ih-DAN-us) is home to a primitive hunter-gatherer folk.
Their territory is poorly defined at best, but touches on Saturnia, Aragana, and Draconea, as well as
the Mediterranean Sea. The Otesi tribe is fair-haired and fair of skin. Their outlook on life is more
like that of the Lemurians than most humans, for they are content to live in harmony with nature.
They gather figs, olives, grapes, and berries of all kinds, and hunt for food. They roam the valley
in extended family groups, without permanent dwelling-places.
Each group is independent of the others, though most are interrelated. Family groups are ruled
by the oldest surviving family member; age is respected above all other things in Otesi society, and

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GEOGRAPHICA
the tribe as a whole listens with respect to the eldest of all their people. The Otesi are very long-
lived, and elders over a hundred years old are not uncommon. They age slowly, but are neither
immortal nor perpetually young.
The Otesi use implements of stone, wood, and bone, fashioning clothing and tents from furs
and skins. They use spears on the hunt, and are aided by thickset, wire-haired dogs in tracking and
pursuing prey. In their very infrequent battles (usually against marauders from the Black Forest
or Draconea) they use spears, stone maces, and thrown rocks, and have trained their dogs to fight
alongside them. They have never developed the sling or bow, apparently from pride in their skill The Wellspring of
with the spear. Youth
Otesium is rarely visited by foreigners. Traders from Tharshesh approached the Otesi generations The Otesi’s longevity has
ago, but found nothing worth trading in their simple land and quickly departed. Now, though long been a source of interest
Otesium is close to the trade lanes, it is rarely visited by foreigners. From time to time, tribesmen to alchemists from Tharshesh
from Aragana will visit Otesium, usually on adventures, but this is usually the extent of outside and other nations. As far as the
contact with the land. scholars can tell, something in
the Otesi diet or in the soil of the
land gives them long life. The
Golden Age Atlantean scholar,
Saturnia Enchephitus, noted that the
Eridanus river valley was of a
(sa-TUR-nee-a) very different shape to that of a
Saturnia is another of Europa’s southward-jutting peninsulas. To the northwest, Targrim, traditional valley and the river
Otesium, and Draconea border the region. The rest of Saturnia is surrounded by parts of the took unexpected paths through
the stone. His much-mocked
Mediterranean Sea with the Tharshi colony of Taranta to the south.
theory was that the valley was
The human inhabitants of Saturnia are few in number, and are virtually identical in appearance formed by a falling star.
and culture to those who dwell in Hellas. They are concentrated, for the most part, in the fertile
valley of the Ponus River. Tharshesh has established a few trading outposts along the coasts of the
peninsula to exploit the local timber resources and to serve as havens for ships engaged in trade with
Yalak and Khemit. But most of Saturnia is still untouched by man and remains a realm populated
mainly by primordial terrors.
The druids of Saturnia guard their woodland domain jealously against intrusion. They hate and The Druids of
fear the traders of Tharshesh, who despoil their forests and actively seek the expulsion of these and Saturnia
all humans who have encroached on their land, except for those of Otesium. The humans of this The Druids of Saturnia
small territory, who are said to have a fair share of Atlantean blood themselves, are on good terms are a bloodthirsty lot, more
with neighbors, but there is still very little interaction save on an individual basis. concerned with their dark rites
The most sacred spot in Saturnia is the Vale of Avernus (A-ver-nus). The River Alphaeus (al- and appeasing their demonic
masters than offering spiritual
FAY-us) has its source here, and plunges deep into the earth, ultimately emerging (so it is said) in
guidance to their people. A
the fabled subterranean paradise. Avernus is widely referred to in legends as the gateway to the goodly proportion of the druids
Underworld. are masters of the Dark Arts
Travelers have also reported the presence of early Atlantean ruins along the western shores of or priests of Ba’al. Though the
Saturnia. The druids claim that any who visit these ruined Golden Age cities will awaken a terrible Otesi don’t realize it, they are
curse from the ancient past. They will do anything they can to prevent adventurers from reaching being groomed for a mass
these lost cities. sacrifice that the druids hope
will bring Ba’al back into the
world.

Scythia
(SITH-ee-a)
The largest single region on the Europan continent, Scythia is a land of rolling plains and harsh
steppes, with large ranges of hills and low mountains in places. The Black Forest and Oggia all lie
to the west, while Vir and Hellas border southern Scythia.
Physically, the Kurgan, as the Scythians call themselves, are of short to average height and of
wiry build. Their skin is olive-brown and they shave their heads, leaving only a scalp-lock and,
for the males, bedraggled beards. They hardly ever wash themselves, and sophisticated foreigners
remark wryly that their horses smell better than they do. They wear clothing made of skin and
hide, with breeches, hair shirts, and round, furred caps. Ornaments made of horn adorn men and
women alike.
The horse-nomads of Scythia are almost constantly on the move. They are rarely in one place for
more than a week before moving on. A Kurgan band on the move is like a huge mobile city, led by
warriors and other men on horseback. More horses pull the village yurts, conical tent-huts built of
felt, reeds, and a framework of poles and set on wheels (women and children ride in these). Other

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horses follow without riders, herded along with the flocks of goats and sheep that provide most of
the food, clothing, and other necessities for the band. Other warriors herd these animals in the wake
of the moving community.
The Kurgan Scalp The Kurgan consider themselves to all be members of a single tribe, but they roam the country
Lock in hundreds of smaller bands. The members of these groups may shift from one band to another
The Kurgan believe that as they wish, with complete freedom to come and go as desired. Kurgan philosophy holds that the
their scalp lock is the channel group exists solely for the benefit of the free-riding individual, not the other way around.
through which illness leaves
The Kurgan are barbarians, pure and simple. They herd animals for food, but also hunt. As a
their bodies. Cutting off a
Kurgan’s scalp lock is not only traveler once observed, “The Scythians hunt as if they were at war, and wage war as if it were a grand
a dire insult, but is treated as hunt”. The Kurgan hunt with large numbers of warriors, coordinated by horn signals and banners,
murder. When the Atlanteans spread out to flush out game and drive it ahead of them. Favored game includes the Europan
first arrived in Scythia they mastodon (nearly extinct outside Scythia and Draconea), dire wolves, cave bears, giant boars, giant
earned themselves the eternal elk, and Nethermen — the latter considered animals by the Kurgan nomads.
enmity of the Kurgan people In both hunting and warfare, the Kurgans are superbly talented horse-archers. They fire triple-
by shaving the heads of the edged arrows with deadly accuracy, and are expert riders and horse trainers. A Kurgan rider learns
slaves they took. Kurgan don’t
early on to control his horse in complex maneuvers, using only the pressure of his legs against his
take scalps from each other,
believing that the scalp-lock mount’s sides, so that the hands can be left free to handle a bow. Their leaders are crafty tacticians
from a fallen Kurgan takes on and very proficient in guerrilla and hit-and-run strategies. Perhaps the most important aspect of
the pain of his death, and is Kurgan warfare is mobility, coupled with their complete mercilessness.
therefore a dangerous thing to At the conclusion of any victorious combat, dead foes are beheaded and skinned by those who
carry around. have killed them. The top halves of enemy skulls are fashioned into drinking cups, while scalps are
used as ornamental trophies. A warrior earns status by the number of scalps he can display on the
bridle of his horse, or from his belt, cloak, or other clothes. These are considered marks of great
distinction. The Kurgans are also known to drink the blood of those they have slain (whether in
battle or after a duel or minor fight), and cannibalism is also sometimes practiced.
Scythian religion is equally bloodthirsty, a fanatical shamanistic cult of gods, with Kernunnos
slightly more prominent than the others. They view killing and war as great and god-like actions,
and thus rationalize the support of Kernunnos as their patron deity. The Kurgan shamans also
dabble in necromantic rituals and magic as part of the cult.
Kurgan burial customs show something of the influence of necromancy in their religion. Dead
warriors are gutted and embalmed with aromatic substances, including galingale, parsley seeds, and
anise, then sewn up and covered with wax. Spells are cast over the bodies with each step. The body
is then placed in a reinforced yurt, which is covered over by a pile of corpses, including the warrior’s
horses, wives, slaves, and fallen enemies. Horses, wives, and slaves may be mummified in the same
manner as the warrior. Personal possessions are buried in the yurt along with the warrior, and a
burial mound is raised over this grisly tomb.
The Kurgan, by and large, care
As it is believed that the warrior’s yurt must be completely covered over by other bodies, the
little for the ruins that dot their
relatives of the deceased may mount raids to obtain additional victims for this purpose. The slain
lands. However, they are very
who surround the yurt are supposed to act as immortal guardians to the tomb. Some claim that the
possessive and territorial. As a
shamans actually place necromantic curses over the burial mound to bring back the guardian bodies
result, expeditions seeking to
as undead warriors to protect the possessions and the honor of the Kurgan people forever after.
catalogue or plunder the ancient
ruins are only rarely successful, Kurgan society is very simple. There are four classes: warriors, shamans, artisans, and slaves.
with many of them running Warriors are the most esteemed of all. The number of scalps and skull-cups in a warrior’s possession
afoul of some Kurgan custom is undeniable proof of status, with other possessions — especially wives, slaves, and gold — further
or another. Usually one or two confirming rank and position. The warriors with the most scalps are the most respected in the
survivors of such expeditions group, and the single warrior with the most trophies is the leader of any given band.
make it back, telling of the Shamans and dark magicians receive nearly as much respect as warriors, and serve as advisors
horrors of the Kurgan hordes and to warrior chieftains. A few small Kurgan bands, made up exclusively of shamans, are said to roam
evermore fearful of the sound of independently, spreading and maintaining necro-shamanistic magic and religion, mingling freely
pounding hooves. with the other bands, and dispensing advice, aid in battle, and other assistance as they see the need.
Caerwyn Ironjaw, Lemurian Like warriors, they collect scalps, but the strength of their magic is the sole determinant of power
and rank.
A third class of Kurgan society is made up of artisans. Most scholars believe that the Kurgan
artisans are largely made up of individuals of mixed Kurgan and slave blood, devoted not to war
but to the creation of various implements and tools. They are extremely skilled at metal-working,
making beautiful ritual masks and ornaments of gold, and also superbly made shortbows of horn.
No one is sure if the view of the artisans as a sort of superior slave caste is accurate, since few details
of Scythian life are known. Certainly most of the tribesmen with foreign-seeming features in the
Kurgan tribe seem to be artisans, rather than warriors or shamans.

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GEOGRAPHICA
The slave class includes all Kurgan females (warriors, shamans, and artisans are all males), plus
any prisoners of war taken by the band. Females usually outnumber the prisoners; male captives
are not commonly taken, except after a victory so devastating that there were more than enough
casualties to satisfy the needs of all the rituals and ceremonies that follow a battle.
The Kurgan have an enormous capacity for celebration. Among their less bloody entertainments,
they enjoy strong wine, hashish, and opium. Lotus powder is also highly favored, but is obtained
only on rare occasions, after raids, and even then it is scarce. Amongst most Kurgan tribes, the
quantity of intoxicants which a warrior can handle is considered a measure of his manliness.
The horse-nomads of Scythia raid far and wide into adjoining lands. Hellas, Vir, Oggia, the
Black Forest, and even Yalak have all trembled under the pounding hooves of Kurgan war parties.
The Kurgans are bitter enemies of the Vanir of Hyperborea, who frequently raid their lands in
search of plunder.
Much of Scythia is dotted by old ruins. Though the Kurgan hordes have looted many, treasures
are said to still be present in many of these ancient places. There is a very persistent old story There’s a saying that the thieves
concerning the region known as Eridan, which is said to be the site of an underground city are the only honest men in
abandoned by the Atlanteans for reasons unknown early in the Golden Age. This city, lost in all but Tharshesh. It’s true; at least they
legend since long before the Kurgan came, is said to hold unimaginable treasures. are honest about their intentions,
unlike the guards, bankers,
merchants, and politicians. I
really don’t like this place.
T harshesh Thalmia, Triton Sorceress
(tar-SHESH)
Located south of Galecea, Tharshesh is among the most advanced and sophisticated regions of
Europa. Like Minoa and Broceliande, Tharshesh was originally the site of a major Atlantean colony.
The colony, now known as Tartessos (tar-TESS-ohs), was established during the high point of the
Golden Age as a haven for Mediterranean Sea trade and a port to provide access to the silver mines
of the southern highlands.
The colony dwindled after the Great Cataclysm, and the region was overrun by the barbaric
Tharshi (tar-SHY), an olive-skinned, black-haired nomadic people from the interior of the region.
These aggressive barbarians conquered the remnants of the Atlantean colony, absorbing the survivors
and eventually coming to settle in the abandoned city. Reopening the silver mines, the Tharshi
prospered, and soon built ships to reestablish some of the old Atlantean trade routes.
Tharshesh is not a large realm, but its coastline is a long one. Tartessos is the oldest city,
and capital of the realm. It is also the most crowded, decadent, corrupt, and best-known city in
Tharshesh. The city of Cadaza (ka-DA-za) is the second largest of the Tharshi cities, only about half
the size of Tartessos itself. The others are little more than towns: Garanada (ga-ra-NA-da); Sagura
(sa-GUR-a), Ebro (AB-ro), and Albaran (al-ba-RON). All these settlements are on the coast, and
serve as important trading posts.
Outside the cities and towns, the population of Tharshesh lives in relative poverty. Most
inhabitants are poor fishermen, goat-herders, and so forth. It is common for the country people to
seek their fortunes in the cities as mercenaries, guards, merchant crewmen, and the like.
Away from the coast, much of Tharshesh is wilderness. Forests teem with wild game, including
a rare species of Europan ape. Human barbarians live in these regions, uncivilized relatives of the
Tharshi who never adopted city ways. There are also Nethermen, and even some Andamen from
Gondwana. Roads are poor where they exist at all, and travel is difficult and often fraught with
danger.
As much as two-thirds of the population of Tharshesh is made up of people from other countries,
most of them concentrated in the cities and towns. Tharshesh is often referred to as the “melting pot
of nations”, with a wide variety of peoples and cultures residing on a more-or-less permanent basis.
Both Tartessos and Cadaza have ghetto areas where Shebans, Turanians, Kushites, Ogi, Ophiri,
Nubians, and many others live. The streets throng with a colorful mix of people, in costumes of all
nationalities and speaking in a hundred diverse dialects and tongues.
Because Tharshesh has few laws and little concern for the legal workings of other lands, fugitives,
outcasts, and undesirables of all sorts come here to escape persecution or imprisonment in their
homelands. Crime is rampant in the streets; a proverb claims that the pickpockets and petty thieves
of Tartessos can strip a man naked between the docks and the palace.
Wealthy visitors often find it expedient to surround themselves and their possessions with
guards. In Tartessos, it is possible to hire such services as needed.
The diversity of Tharshesh also shows in its attitude towards religion. The Tharshi themselves

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have no hard and fast religious views (another proverb claims that their highest deity is the God of
Currency). Foreigners living in Tharshesh are free to indulge in whatever worship they choose, and
most religions and cults have some adherents in the cities and towns of the realm.
There is no real concept of distinct social classes in Tharshesh. The native Tharshi consider
themselves superior to foreign-born residents, but money is the only real token of position. The
person who has money can often do anything he or she desires with little fear of outside restraints.
The government of Tharshesh is a reflection of this amoral society. It is totally corrupt, with money
being the only sure way to garner favor and influence. Minor government functionaries, even
freedmen clerks, can retire with more money than many an Atlantean aristocrat from the bribes,
kickbacks, and gratuities they collect. Aside from this unofficial corruption, the government itself
receives kickbacks from officially sanctioned houses of ill-repute, taverns, gambling dens, and
almost anything else it can get a piece of. Some people claim the government gets more money from
these sources than it brings in from the exorbitant tariffs charged for the use of Tharshi ports and
trade facilities. All crimes in Tharshesh are punishable by fines rather than imprisonment; though
failing to pay a fine can lead to execution.
Tharshesh is headed by a mercantile governor, known as The Prefect, who is elected to his
position every ten years by the great mercantile houses of the realm. He rules over the realm,
supported by six regents (one based in Cadaza, the others heading each of five overseas colonies).
The Prefect himself governs Tartessos directly, while all the other towns and settlements of Tharshesh
Every delight and depravity answer to the regent in Cadaza. Each regent (and the Prefect himself ) is assisted by seven vice-
can be found in Tartessos and regents, who function as tax/tariff/duty collectors, and as judges. Each vice-regent is in turn served
I believe I’ve tried them all at by seven vicegerents. All are reputedly corrupt, and can be bought for a price.
least twice. There is much work Tharshesh has a fair-sized army and a large and powerful navy, both of which are comprised
to be found in the city and gold almost entirely of mercenary troops from foreign countries. Both Tartessos and Cadaza have large
flows freely to anyone willing to military barracks, housing such diverse troop types as Kurgan horse archers, Turanian light cavalry,
do the ugly business of the local Nubian war elephants, Kushite bowmen, and so forth. The navy is made up of equally varied
merchants and guild leaders. elements, from Cymbrian and Ska corsairs to Shebans, Ophirians, Nubians, and many others.
Beware the gangs of children The government (and many independent trading houses), hire on Free Companies of mercenaries
that roam the street at night; or ship-captains (with their own ships and crews) on a regular basis. Though the pay is good (two to
they are more dangerous than a five times the standard rates for such work), corruption is rampant and morale is rarely very high.
Spartan hoplite or a Cimmerian Prospective mercenaries can hire on for one- to four-year hitches, or for a specific voyage or
berserker. I’ve seen a child as mission. Ships may be hired simply to escort a trading vessel to a given destination, or may be made
young as eight years of age help a part of a standing naval squadron.
take down a Tauran and pick his Tharshesh has a virtual monopoly on trade in the Mediterranean Sea, and has surpassed Atlantis
corpse clean of any valuables. as the number-one trading power in the region. Their ships range as far as Khemit, Ophir and
It was like watching a swarm Marhashi, Ys/Avalon, and even Hyperborea. The wealth of Tharshesh is often used to purchase the
of ants kill a beetle and pick its allegiance of such hostile powers as the Gorgons and the Cymbri, who are paid to leave Tharshi
carapace clean. shipping alone. Some people claim that Tharshesh pays these allies to actively harass the ships of
Donobey of Nubia their competitors, especially those of Sheba and Atlantis; it is also believed that the war chests of
the Gorgons are kept filled by Tharshi silver to keep the Hesperians from growing too strong.
Although Tharshesh has long-standing trade pacts with many nations, it is debatable whether any
such countries can truly be considered as allies.
Tharshesh maintains five major overseas colonies, outposts of trade in distant lands. These
include Taranta (Tar-AN-ta), Tarxian (TARK-se-an), Tartuk (TAR-tuk), Targrim (TAR-grim), and
Tara (TAR-a). Each colony is answerable to Tharshesh, and supplies taxes to the capital in the form
of large quantities of trade goods and raw materials.

THE COLONIES OF THARSHESH


Tharshesh has five overseas colonies; most of them maintained as focal points for trade and
the exploitation of worthwhile resources. These outposts of the mercantile empire of Tharshesh,
unlike the colonial lands of Hesperia, are generally established in uninhabited lands. Conquest and
subjugation of foreigners is not the purpose of the Tharshi traders; they seek resources, not land.
Each colony consists of a large walled fortress-city, which houses the military force, the
administrative personnel, and the laborers who extract the desired resource from the land nearby.
Some have small Tharshi civilian populations, but for the most part people live in the colonies only
if they can make money there, and hardly ever by choice.
The colonies are seldom fully self-sufficient. They are starkly utilitarian and rather grim, built
for efficiency rather than aesthetic purposes. Supplies are shipped in by the vessels that call to pick
up local resources. The colony ports also serve as stops for trading vessels.

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GEOGRAPHICA
Tara
(TAR-a)
Tara is the only colony located outside the Mediterranean Sea. It is a grim fortress on the
southwestern coast of Iber, established to exploit deposits of copper, gold, and iron ore found on the
Iber coast. A large workforce of slaves mines these metals, which are shipped out every other month
back to Tharshesh. Tara is also a stopover for merchant ships plying northern waters, but has little
hope of replacing Ys as the major trade port of northern Europa.
Tara is a dangerous place, and is the least esteemed of Tharshesh’s colonies. The Picts who roam
Iber’s interior raid Tara frequently and corsairs from Cymbri and Skye ply the sea lanes, making the
colony sometimes seem like a city under siege.
Tara is one of the most heavily fortified of the overseas colonies of Tharshesh. The walls of the
fortress are massive, and a force of 100 men is kept constantly on duty (out of a total garrison of
about 600 mercenary troops).
There is also a strong naval contingent of 6 to10 ships stationed in Tara at all times. There are
four outlying border towers to protect the lands around it — the fields that provide some of the
city’s food, and the mines themselves. Each of these forts holds a contingent of about 50 men from
the city garrison. A low wall was built to connect the towers and keep out the Picts entirely, but it
has been of only limited effectiveness. The Picts are a constant menace, though they are less active
in winter than in summer.
Mercenary warriors and ship-captains are always in demand at Tara, as the turnover in manpower
is understandably high. Wages offered are 5 to 10 times the standard rate of mercenary payment,
due to the hazardous nature of duty here.

Taranta
(tar-AN-ta)
Located on the southeast of Saturnia, Taranta is one of the most pleasant colonies of Tharshesh.
The climate is lovely, and the terrain around it a scenic combination of rolling hills, open meadows,
and distant mountains. It is a popular post, coveted by regents who want to settle down in luxury
and comfort.
Taranta exports locally grown produce, such as grapes, olives, and various vegetables, plus grains
such as millet and oats. A fair-sized slave workforce tends the fields, harvests the crops, and packages
the produce in wooden crates.
But the primary product of Taranta is wine. Slaves harvest and press the grapes, while Tharshi
vintners control all aspects of production. The wine is kept in huge oaken casks inside the fortress.
Tarantan wines command high prices worldwide.
Ships call at Taranta on a weekly basis, carrying supplies and picking up goods. Other vessels
commonly stop here en route to Hellas, Khemit, Zin, and other eastern Europan ports.
The colony consists of the usual walled fortress, with two outlying border towers to guard the
approaches to the fields and vineyards. Inside the fortress is a luxurious mansion, called Sybaris (si-
BAR-iss), which is the regent’s personal dwelling. It is widely known for the splendor and comfort
it offers. The regent entertains travelers and adventurers of note, as well as Tharshi merchants and
officials who visit the colony on business (or on vacations).
Only a small military force is deemed necessary for the protection of Taranta. There are no more
than 200 troops and three ships kept here at any one time, plus an elite force of about 50 Nubian
mercenaries of exceptional stature and skill (who serve as the personal bodyguard to the regent).
None of these troops have very strenuous duties, most being employed for such simple tasks as
standing guard over the regent’s large harem of courtesan-slaves. The demand for mercenaries in
Taranta is consequently small, since this assignment is much sought after.
The druids and other inhabitants of Saturnia resent the presence of the colony at Taranta, but
have taken no active measures against it. Taranta grants “gifts” to the blood-crazed druids to keep
them away from the colony and so far this has worked. However, no Tarantan is crazy enough
to stray out of the fields and into the unsettled woods or groves, where vengeful denizens of the
wilderness have been known to play cruel tricks on unwelcome intruders.

Targrim
(tar-GRIM)
Like Tara, Targrim is a dangerous place in which to serve. It is located on the Mediterranean
coast of Draconea, which is home to many dreadful beasts. Though incidents are rare, Targrim has

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ATLANTIS: The Second Age
been attacked more than once by rogue drakes. The worst attack in recent memory was the vengeful
descent of a mated pair of vile drakes on the fortress, following the slaying of one of their offspring.
Though both serpents were ultimately killed, they exacted a terrible toll first.
Targrim’s primary resource is tin, mined by the largest slave force in the colonies. In addition,
there is some interest in expanding Tharshi dominion beyond Targrim and along the Draconean
and Araganan coasts to link up with Tharshesh proper, so that a whole string of havens might be
built to aid the passage of trade through the western Mediterranean.
The mines at Targrim yield a great deal of tin, which is shipped out on a monthly basis back
to Tharshesh. The dangers inherent in the operation of the mines are great; cave-ins are a periodic
The Outposts Of problem, as are encounters with giant snakes and subterranean monsters. High casualty rates
Tharshesh among the slaves have led to a great demand for extra workers, and Targrim’s Regent will purchase
Besides the colonies, slaves from anyone with no questions asked. It is not unusual for unscrupulous ship-owners to sell
Tharshi interests control passengers into slavery at Targrim to turn an extra profit.
several parcels of land that Targrim has a strong mercenary army, numbering about 500 troops, and a naval force of five
are used strictly as trading
ships. Four guard towers, erected at intervals of one kilometer, surround the edge of the Draconean
posts. These outposts are
almost completely dependent wilderness. Mercenaries are always much in demand, and the pay, at five times standard rates, is
on Tharshi trade ships for all good. Even more than troops, Targrim is always interested in hiring adventurers willing to explore
supplies. the Draconean wilderness to discover possible sites for expansion or exploitation.
The outposts trade with
the people native to the land, Tartuk
usually obtaining items such as
opium, hashish, lotus, salt, rare (tar-TOOK)
herbs, oils, uncut gemstones, Tartuk is located on the isle of Atuk in the Europan Sea. The primary resources of the island
raw ores, slaves, and animal are its agate mines, from which large numbers of stones of exceptional quality are taken, with cork,
hides. The Tharshi pay silver hides, and olive oil being of lesser importance. Slaves are employed in the mines, and also in the
for such goods, and seldom cork and olive groves. Tharshi hunters kill aurochs (wild bulls native to the region) for their hides,
ask questions. which are tanned prior to shipment. Ships visit the island irregularly.
The major outposts are
Mercenaries are very much in demand, receiving five to seven times the standard pay rates for
listed in descending order
below. Others pop up and service here. The walled fortress of Tartuk is garrisoned by a large military force of up to 500 troops.
disappear again all over the There are also more than two dozen watchtowers radiating outward from the fortress along the
Europan coasts. Most are coast. These are lightly garrisoned, but are located in sight of one another for purposes of semaphore
constructed in the fashion of signaling.
small forts, usually of wood Ostensibly, the large military force is required to protect the agate shipments from raids by
and/or loose stone. corsairs who have not been bought off by Tharshesh. Each of the mines is heavily guarded, as are
the overland shipments to the fortress where agates are stored until they can be shipped out. The
The major outposts are: signal towers serve to give early warning of corsair attacks.
Tarsharon It is believed, however, that this is only part of the story. Narcotic substances — lotus powder,
(tar-SHAR-on) opium from Yalak, and Turanian hashish — all pass through Tartuk. Some think that this may be
Outside of Joppa in Zin. the real reason for the inordinately tight security at Tartuk.
Tarmel
(tar-MEL) Tarxian
On the west coast of Melos Isle. (TARK-zee-an)
Tarrak Tarxian is the most enigmatic of the colonies of Tharshesh. Located on a small island in the
(TAR-ak) center of the Mediterranean Sea, the colony has nothing to do with the exploitation of resources
On the coast south of Huyuk in — there is nothing on this island to exploit. Tarxian is a military base, and is off-limits to all
Yalak. outsiders. Even ordinary trading vessels from Tharshesh are forbidden to stop here. All supplies for
Tarrus the garrison arrive at a single fortress-port, and no one from the supply ships is permitted to go
(TAR-us) ashore on pain of death.
On the south coast of Ogyrus It is known that at least a thousand elite mercenary troops are maintained here, along with a
Isle. dozen or more large warships. Some claim that there are actually several thousand troops on the
Tarbadar island, housed in hidden cave/barracks in the hills along the coasts. Others think additional ships
(TAR-ba-dor) may be concealed in sheltered coves and lagoons. Certainly there are extensive facilities for building
On the coast of Dabba.
Tarroy The Secret of Tarxian
(tar-OY) Tarxian has more than one secret. The Tharshesh are excavating something here,
On the coast of Yalak north of digging out the mountain core of the island to extract some unknown object. In addition,
the island lies at a confluence of over a dozen ley lines; if this has some significance it is,
Lesbos.
as yet, unknown.

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GEOGRAPHICA
and repairing ships. A work force of undetermined size is quartered on the island, and a slave labor
force may be present as well.
Whatever the true nature of the island may be, there is absolutely no demand for mercenaries
at Tarxian. Only elite warriors may apply for this duty, which is said to pay extremely well. It is
believed that duty on Tarxian, once undertaken, is for life, due to the obsessive concern for security.
The strategic location and unknown purpose of Tarxian make it a place that attracts considerable
attention from the various rivals of Tharshesh. Ys, Atlantis, Hesperia, and even Khemit are all
known to be very interested in learning the island colony’s secrets.

THE CITY OF TARTESSOS


Tartessos is the capital of Tharshesh, and one of the largest cities in the western hemisphere.
Once an important colony of the Golden Age Atlantean Empire, Tartessos was partially destroyed
by the Great Cataclysm, but was later rebuilt during the Second Age. Since that time, Tartessos has
gained eminence as an important center of trade. It has also gained a well-deserved reputation as
the most corrupt city in the civilized world.
It is often said of Tartessos that the only thing holding up the city are its ancient Atlantean
foundations. In many respects, this is quite true; though aged and weathered, the few Atlantean
structures that have survived to the present day appear in much better condition than the flimsy
buildings later erected by the Tharshi themselves. In some sections of the city, it is not uncommon
to find structures whose roofs seem on the verge of collapse, or whose walls lean inwards or outwards
in a most precarious fashion.
Overcrowding is likewise a problem, especially in the ghettos. Though the city’s primitive
sewage system is hopelessly overburdened and outdated, the corrupt mercantile government does
nothing to rectify this perennial problem, As a result, much of Tartessos exudes an abominable
stench, and the streets and gutters are choked with piles of accumulated filth and refuse. Taxes in
the city are higher than almost anywhere else in the world, Residents are required to pay from 20
to 40 percent of their earned incomes, or face enslavement or execution. Imprisonment is rare since
it costs money the government isn’t willing to spend. Tariffs on both import and export goods are
similarly high, ranging from 15 to 40 percent on most items, Though there are no tariffs on liquor
of any sort, a 10 percent tax is payable on all other goods bought or sold in the city proper. The Thieves Guild
Despite all this, Tartessos is perhaps the most active trading port in the world, surpassing even There is no formal criminal
organization or guild in
the city of Atlantis in gross revenues. Sailors and merchants of many nations come here by the
Tartessos; any organization that
thousands, and there is a constant demand for housing and short-term accommodations. grows too large is eliminated
The reason for Tartessos’ uncommon popularity is simple, and is adequately expressed by a almost immediately by the city
phrase popular to the local citizenry: “Anything can be bought, provided that one is prepared to or falls apart due to internal
pay the price”. Most would hasten to add that this is the only law never broken in this infamous fighting. Smaller groups and
port city. gangs are quite common,
In practice, this single axiom is applied in a number of ways, such as bribing magistrates in order though many of these “go legit”
to obtain falsified foreign residency papers, paying dock-masters to pass shipments of contraband, after a few years, becoming
small mercenary groups and
and so on. Although the city’s sentinels are paid to keep civil disturbances to a minimum, most
the like.
can be persuaded to look the other way for the right price. It is even said that Tartessos’ mercantile
governor pays certain corsair captains to steer clear of his private trading vessels.
Those who cannot afford to pay graft must abide by the laws or suffer the consequences. As the
going rate for such payment is usually high, there are few poor thieves operating in the city at any
given time.
The results of Tartessos’ widespread system of corruption are many fold. Illegal substances of all
sorts are readily obtainable here, as are forged documents, rare artifacts, slaves, and all manner of
stolen goods. It is believed, in fact, that traffic in contraband is Tartessos’ leading source of revenue.

LAWS and CUSTOMS


The following is a brief listing of some of the more notable laws and customs of the City of
Tartessos:
Civil disturbances (fights, loud arguments, etc.) usually result in the appearance of a band of
sentinels, who arrive on the scene quickly unless a local contingent has been paid to ignore such a
situation prior to its occurrence. Tharshi sentinels wear painted armor, carry flails, and are known
for their quick tempers. Captured offenders are manacled and taken to the nearest guard post where
they can expect to pay handsomely, depending on the seriousness of the crime. It may, however,

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ATLANTIS: The Second Age
be possible to bribe the sentinels en route to the guardhouse, and so obtain one’s release. Once in
the guardhouse, a bribe may still be employed to effect early release, but at this point an overnight
lock-up can seldom be avoided.
Murder and assault with intent to kill are punishable by fine with failure to pay resulting in
hanging or enslavement depending on the victim. The victim’s friends or family may very well pay
off a vicegerent in order to ensure that the offender is slain or enslaved. In this case, the best the
offender can expect after a hefty bribe is to be imprisoned or enslaved until such time as the heat
dies down. If the victim was an important mercantile official, even this recourse may not be open
to the offender.
Trial for such offenses consists of a private meeting with one of the city’s vicegerents; if a bribe
is to be attempted, it must be made here (a single offer is allowed in most cases).
Masters of Vir Gambling, prostitution, and the use of narcotics or other intoxicants are perfectly legal, and
Someone has been building in many cases are sanctioned by the city. There are no laws restricting the individual’s religious
citadels on the mountaintops preferences. Ghettoes are allowed to retain ethnic customs and laws as long as they do not conflict
and crags surrounding Vir. with Tharshi law.
The mysterious builders are
never seen, with construction
happening seemingly
overnight. The masters of
these castles and their purpose
Vir
(veer)
are a mystery.
The forested river country of Vir borders on Scythia’s rolling plains lie to the west and north,
with Hellas on the southern border. Vir is dominated by the river valley of the Vardar and its
tributaries, which empties into the Lake Vir and then into the Sea of Baku.
Vir is a nation of warlike barbarian peoples, light-skinned, dark-haired, and almost always tall
and strong in build. They dress in crude fur cloaks, loincloths, and boots. Their warriors wear
wolf-skin caps, made from the head and skull of the animal. These partially cover the faces
of the warriors, giving them a fierce and fearsome appearance.
The Vir are static hunter-gatherers, living in permanent riverside villages.
They have some highly limited knowledge of agriculture, but are mostly
hunters and warriors. Each settlement and tribe is an independent
entity, though there is some trade between them (fighting, however, is
much more common).
River fishing and the hunting of auroch, deer, and small
animals and birds supply the bulk of the food supply. Edible
fruits, seeds, and roots are gathered to balance the diet. The
people of Vir have become adept at transplanting and
propagating food plants from the wilderness to plots
around their settlements. This primitive form of
agriculture serves to suffice, as the Vir have no concept
of seed-farming and must gather their plants fresh from
the wild at the start of each growing season.
Vir is a somewhat isolated area, and the tribes are
rarely in contact with other regions. They are still a stone-
age culture, with no knowledge of how to work metals.
Some of the tribes, however, are known to trade with
Hellenes, Kurgan, or even Tharshi. Furs of various types are
traded by way of Oggia, in order to obtain amber from Ku.
Amber and furs are traded in turn to Tharshesh in exchange
for metal weapons and utensils, clothing, copper jewelry, and
similar items.
The tribes of Vir share a common religion, though there is
some variation from one group to another. They are animists
whose shamans worship animal gods represented by the wolf
(warrior/hunter), the stag (chief/procreator), and the fish
(bringer of water). The focal deity of the cult is called Tama. This
Earth Goddess is worshipped as the provider of food and shelter
and the sustainer of all life.
The social system of Vir is quite straightforward; he who is the
strongest and the smartest rules. The leader obtains his position by

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GEOGRAPHICA
besting the previous leader in combat, through the ritual of a challenge and duel. The people are
hunters and warriors, with most magic concentrated in the hands of the shamans.
Tribesmen make use of spears, slings, clubs, maces, daggers, and staves in battle and on the
hunt. Wolf-like dogs are used to great advantage to track; corner, and kill prey.
The whole of Vir is surrounded by forests and mountains. Within the region, the humans share
their lands with a wide variety of creatures and beasts of all descriptions, both good and evil. Bands
of Nethermen, Ogres, and Trolls roam the woods, as do primordial forest spirits. The superstitious
tribesmen of Vir avoid such beings when they can, but will always fight when necessary. I found the man I love, Rogo,
among the Sea People. I never
The Village of Stars knew if Rogo was his real name
The village of Stars sits on the border of Vir and Scythia. One of the oldest settlements in the since most of these vagabonds
area, Stars was built in ages past. Perhaps to avoid the wars between the older races, the Vir near take different names to forget
what is now Stars found a deep ravine that held a small river at the bottom. Climbing down, they or hide from their past; frankly,
started to carve out the caves at the bottom of this fissure, building back further and further into I didn’t care. When I met him
the hillsides. Now, the village seems but a few stone and mud facades along the excavated channel he was barely a man but wise
of the river. This portico of the village is so far from the top of the ravine that little sunlight reaches beyond his years. Like most Sea
down and that only at midday. At other times, it is possible to stand outside of the village on the People he wore a hodgepodge of
banks of the river and look up the shadowed cliffs to see stars above. clothing from a score of different
The Vir in Stars occasionally trade gemstones, crude metal, and mushrooms with neighboring countries and spoke with their
villages. Many of their neighbors, however, find the villagers of Stars to be slightly disturbing. odd accent. He was the bounty
Fireside stories of the villagers finding horrors back in their caves and mines are common; less the sea gave to me and for this I
common are tales that the villagers conceal a great library and ancient captive Jinn, or that the will always show the Sea People
villagers themselves are nothing but the all-too-solid shades of Vir buried centuries past. kindness.
Donobey of Nubia

Ys
(Ees)
For more information on Ys, see the entry for Avalon in Alba. This small kingdom does not
appear in the exact same place so maps are always incorrect and mark the island as much larger than
it really is. Ys is known as a safe port and a good place to trade raw materials and food for finely
worked items.

The Sea Peoples


The Sea Peoples are a loose confederation of seafaring nomadic tribes whose ships roam the
waterways and coastal regions around Europa and northern Gondwana. Their origins are, at best,
inexact: some claim descent from the Atlantean colonists of the fabled Golden Age, while others
profess to be the last survivors of an ancient civilization destroyed in the Great Cataclysm. While
Second Age scholars have tended to dismiss such claims, it is true that the Sea Peoples appear to be
of mixed blood. Like the First Atlanteans, most of these folk are tall and dark-skinned.
The Sea Peoples have long sought a permanent homeland to settle in, and have long been denied
this simple desire. The Tharshi forbid them access to their territories as do the Hesperians and the
Atlanteans. The Ska of Alba and the Vanir of Hyperborea often attack their ships on sight, primarily
to make off with their womenfolk who are deemed to be most attractive. Only the Corsairs of
Cymbri have ever offered aid to the Sea Peoples, and this only in exchange for their allegiance. The
Sea Peoples have thus far declined to accept this offer. The Sea Peoples are widely believed to be
cursed by some oceanic power for some terrible deed they committed in the past; this is one reason
no sane seafaring nation will give them a home. Over the years, the Sea Peoples have been joined by
people of almost every race and culture, from Nubians, Andamen, Jinn, Lemurians, Ogi, to a band
of Ahl-At-Rab. This mixture of races has only served to increase their reputation as a band of misfits.
Because they have no true homeland, the Sea Peoples will sometimes hire out as mercenary
soldiers or seamen. Their warriors are well-regarded, and skilled in the use of the short bow, javelin,
or spear. Most wear leather armor. Though the Sea Peoples have many ships (mostly small- to
medium-sized sailing craft), they will not use their own vessels for mercenary purposes.
Sea People tribes of 50 to 300 individuals may be encountered anywhere in the Europan region.
As many as fifty different tribes are believed to exist, though it is rare for more than a dozen such
groups to congregate together at one time except in times of trouble or need.

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ATLANTIS: The Second Age
Europan Flora
Imarelle
This small bright-blue mushroom is often found growing in rings along the foothills
of the mountains throughout the region. It is usually avoided by the common man for
causing cramps, diarrhea, and vomiting. However, in the hands of a skilled apothecary
or shaman, the imarelle can be transformed into an amazing potion that makes warriors
fiercer in battle. The Kurgan of Scythia have the best access to this concoction and use
it to not only become stronger and faster, but to turn into cold, calculating killers who
revel in the glory of death. The transformation is called the Imaraina in their language
and the warriors are known as Imara.
Effect: Consumed raw treat as strength 5 Poison. Alchemical dose is DoD -20 to
create and grants +4 to STR, CON, and DEX for 24-hour period.

Gladwin Iris
Each spring this plant shoots up from a large bulb and produces some of the
most amazing blooms the world has ever seen. These flowers are as large as dinner
plates and come in a wide variety of bright purples, blues, and reds, sometimes
all in the same flower. Found mainly in the softs sands along waterways in the
interior, the Gladwin iris received its name from the Gladwin clan of Oggia.
The Gladwin family claims the plant saved their lives during a war with
invaders from the sea, by marking where the enemy was hiding. Since
then the Gladwins have adopted this particular hybrid of iris as their
family crest. The plant can be used as a medicine for infections and
as a starching agent for clothing, but the Gladwins have taken the
flower to be a lucky sign and this superstition has spread to other
families.
Effect: Use grants +3 to Medicine rolls to treat wounds.

Saturnus Herb
The annual herb is delicate and airy with feathery leaves, long
thin stems and small yellow flowers. The whole plant can be used to
stop bleeding with a speed considered almost miraculous. The plant
is sacred to several cities of the Hellenes, Saturnus being a tribal
hero-turned-spiritual hero figure. Legends tell of a young boy that
defeated an evil demon in the area and died soon after; it was
said his spirit dissipated into a field of the herb, empowering it.
Saturnus herb is believed harmful to anything evil and mothers
will often tie a bit of the herb to their children’s clothes to
prevent them from being snatched away by demons.
Effect: Use grants +8 to Medicine rolls. Alchemical poison,
DoD -8, derived from plant can be treated as Lvl 10 poison to
demonic creatures.

Naked Ladies
It is believed the tall plant with its multiple oddly shaped pink blooms was created
by the sorcerers of a war long since lost. The plant smells of urine and the bulbous blooms
are almost obscene in nature, but the tuberous root can be ground into a powder that,
when blown into the face of an opponent, makes the victim pliable, ready and willing to
devote everything to any person. The intoxication lasts anywhere from a half-hour to three,
and much damage can be done in that short amount of time. Suicide or murder often follows
as the victim realizes what they’ve given up in the throes of passion.
Effect: Alchemical powder derived from the plant, DoD -15, causes victim to suffer -5 to
WIL rolls when resisting suggestion.

112
GEOGRAPHICA
Carwyn
These thin-trunked trees have numerous long weeping branches with thin leaves.
The specimen is short-lived, maybe a couple of decades at most but they are prolific
and can take over the countryside like a weed. This tree is the workhorse of most
mortals living on Europa, used to make everything from houses, canoes, carts,
tools, and anything else that a person can think of creating. The leaves and catkins
can even be brewed into a fine ale that has found some export to other lands. The
bark is used as a painkilling tea that’s good for injuries as well as arthritis in older
tribesmen. The appreciation for carwyn led to several immortalizing songs and
folktales about the tree, and many creation stories use carwyn as the first tree that
ever came to be.
Effect: Grants +3 to Medicine rolls.

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ATLANTIS: The Second Age
Names Names Names
Broceliande , Ku Black Forest Oggia, Scythia
Male Female Male Female Male Female
Agmund Brita Adalberht Adela Aurel Alena
Einar Aina Adelmar Amalasuintha Bohdan Alzbeta
Jakob Gunnhild Berengar Chlotichilda Bozidar Drahomira
Bjarne Chatrine Egilhard Ermen Havel Eliska
Guttorm Anja Emmerich Frida Jarek Ilona
Haakon Hildur Fulco Gerhild Ladislav Jarmila
Ludvig Edmr Gerulf Gisila Marek Katerina
Didrik Hulda Hartmut Hailwic Oldrich Libena
Magnus Frida Kuno Ida Ondrej Milenka
Ragnar Gerda Lanzo Inge Petr Radka
Mikkel Lisebet Leuthar Ishild Radik Sabina
Tormod Kariane Meginfrid Oda Slavomir Svetlana
Sigurd Mathilda Othmar Raganhildis Teodor Varvara
Ulf Leviken Reinald Saxa Veceslav Veronika
Sven Nathalie Sigivald Sigihild Vilem Zora

Names Names Names


Vir Argana, Galecia, Tharshesh Hellas, Minoa, Otesium, and
Male Female Male Female Saturnia

Anatol Adela Alekjo Adorinda Male Female

Belobog Bohuslava Aleksandro Brava Achillios Alethea

Belun Brana Antono Dezirinda Boreas Calypso

Bolek Chessa Johano Fiera Cleon Dionna

Ceslav Dannica Jozefo Gaja Demosthenes Electra

Ctik Demetrjusz Koralo Glorinda Eneas Galatea

Dalibor Draza Luchjo Juvela Hesperos Ionia

Jaromil Iskra Ludoviko Kandaja Kyrillos Kolete

Javor Kasmira Mihaelo Karesinda Lysander Metea

Kazimeriz Lubomila Mikelo Mirinda Menelaeus Nike

Ladislas Miriana Nichjo Orabela Nestor Odele

Mieczyslaw Radoslawa Nikolao Rozabela Orestes Phoebe

Stanislas Slawomira Pailo Stelara Pindar Sappho

Vaclav Vesna petro Valora Stamatios Thetis

Vladislav Wlodzimiera Vilhelmo Vespera Telephus Xenia


Vasileios Zoe

114
GEOGRAPHICA

115
ATLANTIS: The Second Age
Europa

Location Adventure Seeds


1. The Market of the Horse-lords able to animate; opening a door from another place and allowing passage
The Market of the Horse-lords is held at this site every three years. Clans back and forward.
from all across Scythia as well as intrepid merchants from foreign nations
come to buy, sell, and trade horses. A great race across the plains of Scythia 9. The Palace of Tuminos
is held, lasting sometimes up to two weeks. Every Market with riders sets out Tuminos was a powerful Tharshi lord who, greedy in the extreme,
on the first day; when the third surviving rider returns, the Market is ended. decided to take all his wealth with him when he died. To that end Tuminous
had a palace-tomb built to protect his body and wealth in the afterlife. The
2. The Forgotten Library of Sid’il tomb took 20 years to complete and was filled with the finest traps and
Somewhere on the Plains of Alamanazor rests the Forgotten Library of magical protections that money could buy. In addition to this, the tomb was
Sid’il. Traveler’s tales speak of a great library containing hundreds of scrolls, hidden from prying eyes in a secret location in the hills outside of Tartessos.
kept safe against decay in this arid land. What protects the library itself Expeditions leave Tartessos every few years trying to plunder the tomb but
is unknown. The library holds innumerable tomes and scrolls from the none have returned.
First Age. Somewhere in the depths of the library is said to be a crystal jar
containing the memories of a god. 10. City of Rains
In the distant past a group of Lemurians built a city in a deep, steep-
3. The Crucible sided crater in central Hellas. The crater was fed its water by a massive
Amidst the trees of Ku, a spectral battle between a legion of Lemurians waterfall that created a constant dull roar and filled the crater with mist.
and a horde of Annunaki rages every solstice. Historians claim that this The Lemurians died of plague a long time ago, and the city was taken over
has been going on for centuries, but only recently has it been noted that by humans. Things did not go well, the constant damp and noise made
the spectral individuals whose deaths are witnessed do not reappear at the humans very sick and they either died or fled. Now the city stands
subsequent solstices, leading some to speculate that the battle is not truly abandoned, filled only with the ghosts of its former occupants.
spectral, but instead somehow disjointed from time itself.
11. Coven of the Yaggas
4. The Cave of Sighs Deep in the forest lands of Oggia lies a village of powerful witches
The Cave of Sighs is the resting place of an ancient, and reputedly known as the Yagga. The demon-possessed women frequently raid the
beautiful, princess who slumbers for eternity. Lovers often vow a pilgrimage surrounding areas for human flesh to eat and young girls to indoctrinate
to journey to her secluded tomb in order to pledge their love to one another into their blasphemous coven. At the center of their hidden village is a large
and seek the blessings of the gods of love and devotion. black hut built on the bones of their many victims and belonging to their
leader, a powerful witch known only as Grandmother.
5. The Sunken City of Ellipin
Buried beneath the eastern plains of Scythia lies a ruined city. Whether 12. The Hydra Swamps
it is the fabled lost Annunaki temple of Kaoton or the mythical Lemurian A sulfurous swampy lake near the city of Lerna is home to a group of
colony of Injanjana or something else entirely, no one is certain. It is known hydras ruled by an Atlantean necromancer named Typhon. At the center
that the Sunken City is not entirely ruined and that bandits sometimes live of the lake is a large earthen mound and below that a sprawling citadel. At
amongst the ghosts of the past. the center of the labyrinth is an ancient Jinn encased in amber that bleeds
from a terrible head wound. The blood from this wound is said to create
6. The Orrery of the Gods foul monsters like those that inhabited the Earth when the Elder Gods were
High atop the Aragan Mountains stands the Orrery of the Gods. This roused and active.
massive building has no discernible origin, neither Lemurian, Atlantean,
nor even Ophidian, although it appears in the records of all three races. 13. The Crystal Spike of Methode
The building is made of some unknown material that is bitterly cold to the It is said that deep in the forest is a shard of the purest crystal standing
touch and causes headaches in those who look upon it for too long. Atop over 3 meters tall. The shard is said to be driven through the great dragon’s
this strangely amorphous building sits an orrery that tracks the movements tail and as long as it stands the dragon will remain within Draconea. Nothing
of the sun, moon, planets, and stars. The orrery is home to Nenjaksis, an with evil intent is able to come within sight of the shard and it has been a
Anubim sorcerer of great power that warns off all others. Nenjaksis believes refuge for wanderers over the years. Unfortunately the shard is so pure that
that the orrery holds the key to travel to worlds beyond this one. any mortal that stands in its presence for more than a few days begins to
burn as the impurities in their souls are washed away.
7. The Sentinels of Lost Narr
The coastal region of Galecea is home to an unknown number of these 14. River of Fire
giant animated stone statues that move about seemingly without reason. In the days leading up to the month of Wayeb, the river Rusalka bursts
The statues occasionally move objects or work to clear sections of landscape. into flames. It is believed that anyone that swims from one bank to the other
More than once, ancient roadways or ruins have been uncovered by the will be cleansed of their sins and be protected in the dark month. As a result,
sentinels. The origin and function of these statues is lost to history and their there are yearly pilgrimages to the River of Fire from nearby settlements.
features are so worn from the elements that all that can be made out is a
vague humanoid shape. 15. The Dark Cauldron
At the center of an abandoned village in hilly valley is a burnished iron
8. The Guardian at the Gate cauldron blackened over the years by fire and soot; the fire underneath never
This massive figure dominates the hillside in Ku into which it is carved. goes out and the stew cooking inside bubbles with an eerie glow. From time
The carving, sliced through the soil into the bedrock, is over 100 meters in to time travelers come and offer up treasures and blasphemous sacrifices in
height and depicts a man holding open a doorway. The figure is said to be return for gifts bestowed by dark gods.

116
GEOGRAPHICA

117
Gondwana

118
Gondwana
(GOND-wah-nah)
The continent of Gondwana has been referred to by historians and geographers as the Dark
Continent. Modern geographers claim that this name is derived from the wild and untamed lands
of the interior where seemingly impenetrable jungles and soaring mountains prevent easy travel and
hide secrets from most mortal men. However, historians known that Gondwana earned the name
the Dark Continent from centuries of strife, struggle, and bitter warfare.
Geographically, there are several distinct regions of Gondwana. The interior is wild, thought to
be uncultivated, and filled with dangerous wildlife. Vast swaths of dark jungle blanket the interior
and in some cases extend all the way to the western coasts, particularly along the great river basins.
Few humans live in the interior due to the number of predatory beasts, but there are scattered
villages, protected by shamans, who eke out an existence below the dark canopies of the jungle trees.
A second region exists around the great circle of the Sahara Sea and the lands forming its
shores. Blessed with warm temperatures and fertile soil, many compare the Sahara region to a sacred
garden. Perhaps because of this, the Saharan region has been the site of numerous wars, and its
fertile fields and dotted woodlands occasionally cover ancient battlefields.
The eastern coasts and southlands form another region dominated by savannahs and grasslands.
Several civilizations have risen and fallen in these lands. Unlike the western coasts, the eastern
shores saw fewer incursions from the Atlanteans, but did see conflict between the Ophidians and
Lemurians in ages long past. Ophidian ruins still dot the area in some places.
The Turanian subcontinent is almost an entirely separate region on its own. Mostly desert
except for a thin and populated strip along the coast, the “sea of sands” that dominates Turan and
Zin is largely regarded as inhospitable due to both the arid climate, the roaming bands of Ahl-At-
Rab, and isolated tribes of Jinn.
The lost cities of the
Gondwanan interior are the
subject of many poems and
Awalawa songs by the Lemurians who
(ah-wah-LAH-wah) lament the lost paradise they
built there. Many believe
The interior region of Gondwana is known as Awalawa. It is a hilly land of thick jungles and
that the Great Plague which
steep mountains, impenetrable to most. Outsiders believe that only the most desperate and lawless
destroyed much of Lemurian
make their homes within the old dark heart of the jungle and few enter under the shade of its
civilization began its spread
outlying edges without due caution. Within the jungle lurk dangerous predators as well as animals
from a trio of cities now lost
rarely, if ever, seen elsewhere in the world.
in the Awalawan jungle. The
The boundaries of this land are indistinct and uncertain. Borders drawn on maps by men mark Anunnaki are thought to be
only the zones where villagers’ settlements and fields end. The locals who live along the borders of responsible for the crime, but
the forest know better than to wander far from their fields, but there remain exiles, bandits, hermits, any evidence is now lost to
and others who, for one reason or another, choose to dare the perils of the region. time, hidden in memory.
Awalawa, the name of the fastness of the jungles, is said to be derived from a prayer to the The Great Green of Awalawa
goddess, Hawwa, one of the New Gods who provides protection from the dark forces of the jungle. still beckons to the Lemurians,
Natives forced to venture into the dark paths of the jungle can often be heard whispering or chanting however. Many Lemurian
Hawwa’s name desperately. There are still riches lost within the jungle; from tales that diamonds explorers have sought to
litter the slopes of the twin mountains, Ogili and Ollock, to rumors of ancient ruins covered in establish new kingdoms in the
vines and the gnarled roots of ancient trees. Rumors persist that Hawwa has granted her protection Green, but such expeditions are
to some few explorers who enter the jungle’s depths and emerge again alive with unbelievable tales frequently lost and none have
and uncountable treasures. Others remain there, bones bleached beneath a merciless sun, a mute yet come to fruition.
warning to those who would brave the forbidden heart of the Dark Continent.
Caerwyn Ironjaw, Lemurian
Somewhere in the jungle there are indeed ruins that dating back to past ages, when the
Lemurians held the center of Gondwana against the Ophidians. The Lemurians twisted the ley
lines through the region, focusing and funneling power and energy through the trees and rivers,
damming it with hills and mountains, and creating bastions of strength in times of trouble. What
remains of the ruins of the Lemurians, places of incredible power, is largely unknown.

119
ATLANTIS: The Second Age
In truth, the Lotus Cult
Dabba
is devoted to the worship of (DAB-bah)
Ba’al. The cult harnesses the The nation of Dabba consists largely of a long, narrow peninsula forming the northern edge of
destructive powers of ecstasy Gondwana, separating the Mediterranean Sea to the north and the Saharan Sea to the south. The
— lust, greed, gluttony — to
nation is arid and rocky, despite the moist breezes competing from the neighboring seas. There is a
destroy, to maim, to ruin, and
to kill. They kidnap those they
small and scattered populace here, known scornfully to outsiders as the Lotus-Eaters.
find valuable, enslave those Light-brown skin, Europan features, and kinky brown hair mark the inhabitants of Dabba and
who cannot pay their debts, neighboring Dar. Strikingly, most of the inhabitants bear a perpetual expression of euphoria and
lure in the powerful and the mindless docility, the result of longstanding addiction to the narcotic powder derived from lotus
just with promises of easy leaves.
living, fast wealth, and all the Dabba is a complicated land. The docile and weak-willed often fall prey to the lotus, or so
pleasures of the flesh. outsiders believe. In truth, all of Dabba is under the sway of the one mystery cult or another. The
Lotus Cult is one such cult, holding tight to its secrets and rituals, keeping them separate from
outsiders. Scholars believe that this cult worships an earth goddess called Oba and sees themselves
all as her children. From this belief, they derive the name of their nation. Oba is a goddess of
sensation and sensuality. Sexuality and sensation are her sacred provinces, and her worshippers give
themselves over, body and soul, in ecstatic revelries that encompass sex, music, and drugs. There
are several cults for the worship of Ba’al, or to one of his demonic children. The Ba’alites are quite
wealthy and control many of the nation’s ports and have influence over the pirates and smugglers
who sail from them. Nationally, the state religion is devoted to the worship of the Goddess Tanit, a
spider goddess who is said to control chance, fertility, sexuality, and war, depending on the aspect
The streets of Cyrene the
venerated.
wicked are horribly narrow and
obviously were not constructed Locals with a high will and tolerance for lotus administer the cities and ports, turning over
with Lemurians in mind. As a some jobs to outsiders. While a great deal of the population seen in the port towns, locals and
result, I spent more time on foreigners, do seem to be addicted to lotus, there is an equal proportion of the population involved
rooftops and in the fields outside in the cultivation, manufacture, and distribution of lotus, as well as in the games, gambling halls,
of the city than in the taverns markets, shops, and inns.
and streets within. Perhaps that The cities and villages of Dabba beckon to everyone around the Mediterranean Sea. Every sort
wasn’t such a bad thing. of vice can be found in Dabba. Riches and wealth abound, pouring in and out of Dabba’s ports like
Caerwyn Ironjaw, Lemurian the tides, or so it seems. There are stories around the great Mediterranean that say some people go
to Dabba never to return, living on there in bliss, or using riches won by luck to travel the world.
The City of Cyrene
The largest city in Dabba is the capital, Cyrene (SIGH-ri-ni). Known to outsiders as the City
of Spiders, the capital is known for its colorfully painted buildings. At night, the city is lit with
lanterns that either burn blue or red; these strange colors give the city an almost dream-like feel after
sunset. Every building in the city is covered externally in relief carvings that seem to depict every
type of debauchery imaginable. Most of the buildings consist of a single story, though some do
reach a height of ten meters. The streets of the city are very narrow. In fact, in some places you can
take a single step from one doorway completely across the street and into the doorway of another
building.
When you eat in Dabba, be Cyrene is constructed much like the wheel of a great wagon. In the center of the city there is a
prepared to eat, drink, and smell large, broad three-story high building made of white stone. No windows or carvings mar its surface,
the sweet scent of the lotus. It and its corners are all slightly rounded. On even the hottest days, the stone is cool to the touch.
is in everything and purveyors From the roof, a tower of ivory and bone reaches skyward, rising another 33 meters above the city. A
there will swear it fixes great bronze brazier atop of this tower constantly burns lotus and the smoke wafts down and across
everything from failing virility the city as the wind from the seas wills it. Around this building is Cyrene’s largest market, and four
to toothaches. All it did for me great avenues radiate away from it towards the city’s outer wall. Brothels, taverns, gambling halls,
was…. You know, I can’t really drug dens, public baths, and markets all line the streets, and small shrines to Tanit, Ba’al, or Oba
remember what it did for me but dot the street-corners and intersections; the city seems built to make anyone’s dream come true and
I’m sure it was a good time. money flows into the city from around the Mediterranean freely and easily. At night, great parades
Donobey of Nubia begin at sunset and travel each of the four large and broad radial streets. It is customary for any and
all on the streets to wear masks. These masks give people the freedom and anonymity to do what
they please.
The city and kingdom are protected by a legion of leather-armored eunuchs in faceless leather
masks. Known as the Gallu (GAHL-LOO), these guardians do not openly speak and seem to only
answer the priests of Tanit in low and gurgling whispers. They are never seen without their harnesses
or armor. The queen of Dabba is also known as Tanit, though whether she is the high priestess,
merely takes the name, or is in fact the goddess herself is known only to the inner circle of priests.

120
GEOGRAPHICA
Large plantations of lotus exist away from the coast, each protected by mercenary forces hired
by the state. Primarily made up of either Ahl-At-Rab or native Gallu, these mercenaries are given
money and slaves as long they do not partake in the lotus. The priesthood of Tanit rules the land.
They appoint the various administrators, governors, satraps, and seneschals that manage the lotus
plantations, oversee distribution, security, and the myriad other jobs that are involved in running a
government, a religious cult, and an organized criminal operation. The Children of Ba’al aid from
the shadows, feeding off of the depravity. The priests and priestesses refine lotus into black lotus,
using that drug’s prophetic powers to avoid the snares and pitfalls of those who would destroy the
cult. The Truth Behind Dabba
A great mountain cliff rises over the capital of Cyrene and in ages past it was carved to resemble Almost half of the travelers,
a beautiful woman. One face looks north over the Mediterranean, while the other looks south merchants and seamen who
towards the Saharan Sea. The eyes of this great statue are in actuality a series of large caves within come to Dabba never leave.
which are said to be continuously burning flames. Whether or not this is true, the great smoldering The ones who remain are
gaze is a landmark for any traveling in this part of the world. Dabba has been conquered frequently, chosen by the priesthood
during the many parties, fairs,
but outside dominion rarely lasts long. The Lotus Eaters take little notice of outsiders, driven
and parades that occur in
only to work or other activities by the most extreme measures. The expenditure in manpower to Cyrene. Those chosen are
administer this territory is rarely worth the effort, especially as entire garrisons and administrators given over to the demon Tanit
succumb to the pleasures of the cult. As a result, most of the neighboring nations have given up as sacrifices. She, in turn,
attempts to conquer Dabba, and many restrict travel to and from the nation, fearing the powerful uses their obliterated souls
compulsions that the pleasure-centered Lotus Cult exudes. to keep the weather nice and
from outside: the Gorgons, the Khemites, and the Corsairs of the Mediterranean. The Gorgons the country protected from its
often raid the Dabban shore, taking prisoners for use as sacrificial victims. Some Dabbans are enemies.
The Gallu are warrior
employed as slaves, but usually only as concubines. Prior addiction and ties to the Lotus Cult tend
eunuchs taken from amongst
to make such sensual if menial work their only usefulness. Khem has coveted the Dabban peninsula the chosen if they seem fit and
for ages, primarily for its excellent ports and bays along the Mediterranean. But, fear of the Lotus whole enough to undergo the
Cult and its influence keeps their expansion on hold. The corsairs raid the land’s northern ports, magical transformation into
but instead of slaves, they seek the refined lotus powder itself that commands a high price in other a mindless servant. Capable
territories around the Mediterranean. of killing without remorse,
the Gallu are kept in line by
the priesthood and frequent
administration of a drink made
Dar from black lotus.
All of the temples and
The western end of the Dabban peninsula is given over to the agricultural lands of Dar. The shrines in Dabba are actually
Darians resemble the Dabbans who dwell to the east. The Darians are by and large made up of dedicated to Ba’al. The
human settlements, the inhabitants generally peace-loving and non-violent. Sheltered by the demonic Children of Ba’al walk
sorcerers and guardsmen of neighboring Dandarus, the Darian people are largely content with the streets freely at night, their
their simple lives and rarely venture far from home. appearance hidden by the
Much of Dar is given over to farming, the Darians having considerable skill in simple agricultural ubiquitous masks that all the
techniques. The domesticated auroch is common in these lands, used as a beast of burden as well as a revelers wear. They feed on the
source of leather, bone implements, animal fat, and so forth. The Darians also have a long tradition blood and souls and emotions
of pottery-making, which has excelled into an art-form. Darian pottery is known throughout the of the revelers by night and are
surrounding regions for its quality. sent to their demonic prisons in
The various villages, farmsteads, and townships scattered across Dar are simple affairs which the underworld during the day.
handle their own governance. There is no central government, but bands of wandering traders The lotus fields, guarded
and merchants serve as an unofficial source of gossip and trade with the outside world. While the and considered the most
wandering traders bring news, the Darians depend upon the sorcerers and scholars of Dandarus fertile lands in the region, are
for protection and guidance. A significant portion of the grain and livestock raised in Dar goes to predominately a sham. The
the grey island. real lotuses are grown inside
Culturally, however, all of Dar is unified in the veneration of the earth goddess, Oko. A the fiery mountain in a shallow,
conservative branch of the Lotus Cult holds sway and is seen by outsiders as being rather dour underground lake. Those
and lacking in the more sensual nature of the Lotus Eater cult in neighboring Dabba. The Darians too weak to become Gallu
in turn see the Dabbans as being possessed by minor demons, and have a resulting hatred for are sacrificed here and their
everything related to the Lotus Cult. bloated corpses float and bob in
The grey-cloaked forms of the scholars of Dardanus are given space when they move through the shallow lake to fertilize and
the lands of Dar. The people avert their eyes if they can to avoid any entrance by the wandering sweeten the lotus. Along with
magics and rituals conducted
spirits that the scholars hunt. The sorcerer-scholars of Dardanus not only protect and patrol the
by the priests of Tanit and the
lands of Dar, but they also settle disputes and dispatch the wandering monsters that seasonally
Children of Ba’al, a very potent
appear.
and addictive crop of lotus is
In truth, many of the monsters that tear up fields, eat livestock, and occasionally haunt the produced on a regular basis.
villages of Dar are cast-off experiments, aurochs tainted by alchemical toxins and by-products, and
on occasion, failed students of the Institute of Dardanus.

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ATLANTIS: The Second Age
Dardanus
(dar-DAN-us)
A small island located off the coast of Dar, this seemingly insignificant island is actually the site
of one of the most mysterious places in the region: The Institute of Dardanus.
The institute itself is a sizable complex built upon, through, and under the highest peak of the
island and surrounded by a towering wall of stone. Both the exterior walls and the stone facings
This place is one of horrors of the buildings within are constructed of white marble obviously transported from elsewhere,
where magicians bend their perhaps Atlantis itself. This supposition is partially supported by the orichalcum-coated brass gates
forms and minds until they that secure the wall.
become alien creatures bearing Dardanus is said to have been established centuries past by a legendary group known as the
no semblance of mortal life. Grey Council, an occult order mentioned in Atlantean histories as dedicated to the preservation
The masters here occasionally of magical sciences and noted for a code of strict neutrality. Though the original council members
send student expeditions out to have long since passed on, subsequent generations of instructors and students still cling to the air
uncover lost lore; these students of mystique and secrecy once perpetrated by the Grey Council and thus travel about cloaked in
seldom fail in their tasks, driven grey robes.
by fear of what will happen to In truth, the institute is a fanatical cult of religious scholars devoted to the practice of magic
them if they do. I saw a student and the lore and knowledge of Olódùmarè. The inner council of the institute is comprised of a
gnaw off his own thumb to number of very power and very learned sorcerer-scholars whose focus is to continue what they
squeeze his hand into a narrow see as Olódùmarè’s work: completely cataloging the world and, by so doing, imposing order and
opening to retrieve some trinket transforming it.
for his master. Every morning, initiates are brought before a great statue of Olódùmarè to worship and begin
Thalmia, Triton Sorceress their daily lessons. United in their devotion to Olódùmarè, their studies of alchemy, sorcery, and
science, the Disciples of Dardanus are also slowly being transformed themselves. The inner councilors
are one and all hairless, sexless, albino eunuchs. Initiates are at various stages of transformation
to such a state; the price they pay for their devotion and puissance. While the institute accepts
outsiders into the ranks of the scholars and initiates, there is a rigorous initiation that outsiders must
go through. Every decade, the institute takes a dozen boys and girls from neighboring Dar. These
children are adopted into the cult, indoctrinated, and given a place in the society as apprentices to
the various magi. In return, Dar enjoys the protection of the institute against Gorgons and others
who would seek to conquer the peaceful and pastoral land. Some former students, half-transformed
or disfigured by failures, live in Dar. Most attempt to help where they can, aiding the farmers and
herdsmen who support the institute, living alongside them and attempting a simple life. But a
few of them, now understandably wary and mistrustful of magic warn away all they can from the
dangers of magic and the pursuits of power.
The magical and alchemical facilities at Dardanus are said to be unequaled in the entire known
world. Scholars from many lands reside in a small city outside the institute, studying alongside
When travelling south from the sorcerer-scholars, serving as curators for Dardanus’ extensive museum and library complexes.
Punt on a trading vessel the crew Through extensive bribes, tributes, and the sale of alchemicals, the Institute of Dardanus is able to
hauled up the corpse of some fund expeditions for magical research, exploration, and experimentation, which provide a regular
strange insect creature the size infusion of knowledge and arcane lore.
of a man. The crew demanded Despite its reputation amongst the learned and magically adept, it remains a place of mystery
to know what it was, turning to and fear to others. The institute’s inner council still goes by the name the Grey Council and they go
me since I was the “Gillman”. On to great lengths to maintain and ensure the security and secrecy of the institute. There is a small port
the captain’s advice, I told them where shipments from Dar are allowed to land, as well as those with official business. Outsiders,
it was an exotic breed of lobster; curiosity-seekers, and mendicants are turned away through intimidation, physical prowess, and
I don’t think they believed me, magical might.
but it mollified them somewhat. Spell-casters, scholars, and explorers who wish entrance to Dardanus must apply at an
Luckily, the seaweed hid the ring establishment the institute maintains in the city of Acheron in Khemit. A sizable donation (WR
on its “finger” and the loincloth DoD -5) is required of all such applicants, whether they wish to enroll, to simply use the research
it wore. facilities, or seek patronage for an expedition. A lengthy waiting period of up to two months is not
Thalmia, Triton Sorceress uncommon.

Empi
(EM-pi)
The island of Empi lies untouched by man, surrounded by windless waters that becalm ships
and occasionally drag vessels down to the depths for no apparent reason. Golden Age Atlantean

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GEOGRAPHICA
sailors avoided Empi after countless disastrous naval expeditions. Attempts to chart the island by
flying over it likewise ended in death by insanity for all involved. How long Empi has been this way
is unclear, but stone cartouches discovered in ancient Ophidian ruins call the place, “the island that
ate the world”.
The demented ramblings of those who have returned from Empi claim that the place is somehow
far larger than it should be, based on its actual circumference. These same unfortunates speak of a
vast land of a hundred changing climates only a few steps from one another, of soaring cities, vast
plains, and dense jungles.
An Atlantean sage once speculated that Empi is a gateway between our world and that of the
dream world or some other place that has been somehow compressed impossibly.
Apep
Beachcombers from surrounding nations sometimes make large sums from selling Empi’s bile, The Gorgon queen keeps a
their name for the strange flotsam and occasional badly decomposed bodies that wash up on the massive example of a hooded
shorelines. cobra in her palace. The snake
is said to be over 70 years
old and over 50 meters long.
Gorgos Some say the snake is the
(GOR-gOs) progeny of her ritual union with
Set. The snake is called Apep
The islands of Gorgos lie within the Saharan Sea. There are four major islands, and a number of and is allowed to roam the city
smaller islands and rocky islets scattered among these major land masses. These isles are jungle-clad, every full moon and all five
tropical paradises as lovely as Hesperia itself. Nonetheless, the name of Gorgos is a synonym for fear. days of Wayeb. Those with the
These islands are dominated by one of the most dread cultures in the world today. mark of Set (the forked black
The Gorgons, named for the island group they inhabit, were originally an Amazon splinter- tongue) are safe; slaves (and
group who rebelled against the Queen of Hesperia long ago. In a terrible civil war, the Gorgons everyone else) are free game
brought down the entire Hesperian Empire. At its height, the Gorgon domain included much for its feeding. Rumor says
of northern Gondwana and parts of Europa, but further wars with Hesperia gradually eroded that the creature has its own
malign intellect and the ability
its holding down to its island core. Now they control only the isles that dot the Saharan Sea, but
to speak.
constantly threaten to expand again.
The Gorgons are a civilized race, amply supported by the abundant resources of their tropical
islands. Their culture has turned away from old Hesperian ideals by embracing a decadent religion,
the practice of black magic, and an aggressive warrior culture that far exceeds anything the Amazons
have ever practiced in terms of cruelty and violence.
The active and overt worship of Set is at the heart of Gorgon culture. The Cult of Set tore apart
the Hesperian Empire, as the original Gorgons sought to impose their perverted religion on the rest
of the Amazons. Over the centuries since the original civil war, Hesperia and Gorgos have fought
almost constantly. Their hatred of one another is legendary, and goes far beyond rational bounds.
The Gorgons are known to covet the lands of Dar, Dabba, Khemit, and parts of southern
Europa, along with Hesperia and its colonies. The elite ruling class of warrior-priestesses that
governs Gorgos with an iron hand believes itself to be quite capable of carrying out these plans. A
tall, dark-skinned, black-haired race, the Gorgons have a ruthless militaristic culture in which the The Ophidians and
females dominate and the males are kept as slaves. Men are treated far more harshly in Gorgos than Ahl-At-Rab
in Hesperia, and are often used as human sacrifices. Gorgons love to kill and conquer; individuals Gorgos is home to at least
are indoctrinated from birth in this approach to life. Any who dissent are swiftly killed in a fiery three tribes of Ahl-At-Rab that
sacrifice to the snake god. mostly avoid contact with the
Gorgons, whom they regard as
Set’s worship centers around a rare species of giant, hooded cobra found in any sort of quantity dangerously insane. For their
only on the Gorgos islands. This snake can attain lengths of up to 6 meters (most reach only 3 part, the Gorgons, who could
meters), and its poison is both lethal and very fast-acting. The Gorgons are the only people who wipe out the Ahl-At-Rab if they
have ever been known to tame these snakes. Gorgon alchemists make a potent serum from their wished, leave the Sand Devils
venom that enhances the prowess of the warrior on the island. All Gorgon warriors carry a vial of alone, regarding them with a
this substance around their neck. somewhat religious reverence.
Set is considered the husband of all Gorgons, whom they marry in a blasphemous mating The port city of Ogara is
built on the largest Ophidian
ceremony. This ritual involves the taking of vast quantities of drugs and the application of dark
ruin on the islands. The town
sorcery. The occasional products of these unions are considered great blessings. Children are given has a massive undercity whose
the mark of Set by the priests at a young age. This mark consists of splitting the tongue and labyrinthine depths have never
permanently dying it black. been plumbed. Rumor says
Most Gorgons are warriors, dark magicians, or warrior-priestesses. Magic and religion are that the queen has ordered
integrated closely with their military organization, making the Gorgons a powerful foe. The snake expeditions into the undercity,
cult gives them an even fiercer aspect, for trained cobras accompany Gorgon warriors into combat seeking perhaps to awaken
and strike fear into the hearts of their opponents. The Gorgons give no quarter, and expect none in some dark power.
return. One historian referred to them, with some truth, as the “Makara of the land”.

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ATLANTIS: The Second Age
Gorgon warriors wear bronze helms, breastplates, and greaves decorated with a snake motif.
They favor the following weapons: swords, javelins, spears, and bows. Snakeskin cloaks, scabbards,
and other such items are also common, and most of their warriors wear tattoos of snakes on their
legs or arms.
The largest settlements are the ports of Ogara (o-GAR-a) on Bogador (bo-GA-door), the main
isle, and Abalessa (a-ba-LESS-a) on Mogador (mo-GA-door). The last two isles, Lypisha (LIP-ish-
ah) and the Black isle are mostly uninhabited, settled only by exiled lepers and insane criminals.
Ancient Ophidian ruins litter the countryside and serve as shrines or places of pilgrimage for the
population. Minor towns are scattered throughout the islands, mostly centered on salt and gold
In a strange sort of way I find
mining operations or the slave estates. The ruins are also a strong influence on Gorgon architecture
the Gorgons easier to deal with
and Ophidian imagery is common throughout the modern cities and towns.
than their amazon sisters. There
Each city has a Vril circle, consisting of black, carved obelisks that date back to the early
is no pretense with the Gorgons;
Ophidian Empire. The tip of each obelisk is able to spit a beam of Vril fire capable of reducing an
what you see is what you get.
attacking fleet to cinders. Powering the obelisks takes a combination of Vril and human sacrifice.
I appreciate the unadulterated
The Gorgons wreak havoc against Atlantean and Hesperian ships when they can, but rarely
anger in their eyes. It’s the honesty
molest those of Tharshesh. The Gorgons have also raided Dar, Dabba, Khemit, and the Hesperian
of what they are I find refreshing
territories for slaves, who are worked to death, sacrificed, or sold to Tharshesh.
in the so called “civilized” world.
They are what they are.
Now saying that, I would never
turn my back on one… because
those women are crazy.
Joktan
(JOK-tan)
Donobey of Nubia
Joktan is a study in contrasts with extensive coastal mud-flats, barren central plains, fertile
northern mountains, and a burning eastern desert. Its people are tall and fair to behold, with light-
brown skin and straight, black hair. The region was first settled by Atlantean colonists in the Golden
Age. At that time, Joktan and Sheba were united as part of a single, broad coastal province of the
Atlantean Empire. Following the end of the Golden Age, the colonies collapsed into barbarism.
Joktan’s kings had only been reigning for a couple of centuries when Hesperia’s Amazons swept
the subcontinent. Joktan was a source of constant trouble for the Amazons as the locals violently
resisted the loss of their culture. The Joktan are a proud people and their constant, bloody rebellions
cost them deeply. Part of the friction between the Amazons and the Joktan was their polarized view
on gender. In Joktan, men may not become priests, whereas women may not hold high military or
political positions. In all other areas the genders remain equal.
Joktan is ruled by a hereditary king whose power and authority are absolute. The king chooses
his own successor and his say in the matter is considered final. Joktan’s king handles all aspects
of government from his throne at Sabba (sab-BA). The present king has appointed a number of
priestesses and scholars to permanent advisory positions, a practice common among many previous
rulers.
Though Joktan is a relatively small nation, it has a sizable population. There is one true city,
the capital of Sabba; the rest of the nation is given over mostly to small family-owned farms that
provide much of the food that supports the Sabites. Sabba itself is impressive, though laid out
I found Joktan’s people most simply and mostly constructed of sturdy Joktan brick. Important buildings are adorned with
warm and welcoming. They have realistic sculptures, especially carvings of the Royal Symbol of Joktan, the Winged Horse.
a strong tradition of hospitality The current king, only five years on the throne, believes strongly in expanding his territory. The
and every home I entered made king has increased the size of his army and plans to march on Turan to capture the lands along their
a great show of offering me food coastline, and possibly the fabled treasures hidden within their desert capital. The king hopes to use
and drink. They mostly drink the Dushara (doo-SHAR-ah), a brotherhood of holy warriors who protect the northern borders of
Cacamillish, a sweet local drink Joktan, as scouts and advisors during his war of conquest. The Dushara know the Turanian nomads
that nobody would tell me the better than anyone and are at home fighting in the desert. The Dushara for their part want nothing
recipe for. to do with the king’s plans and this has led to friction between the brotherhood and the king.
Thalmia, Triton Sorceress

Khemit
(KEM-eht)
Located in northeastern Gondwana, Khemit is a nation heavily influenced by Atlantean
traditions. Mostly humans with reddish-brown skin, black hair, and dark eyes, the Khem seem to
emulate much of the architecture and customs of Atlantis. The city-dwellers tend to dress in fine
apparel, both men and women using facial and eye cosmetics. The priests remove all body hair and

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GEOGRAPHICA
dress in long robes. The common folk and slaves dress in light cloaks, short tunics, and sandals.
Khemit is a rich country, ruled from its capital, the well-known trading port of Acheron (AK- Mud, Blood, and
uh-ron). Acheron sits at the Mediterranean entrance to the Great Canal of Kha-Em. Named after Money
an Atlantean Pharaoh who once ruled over Khem and originally designed the plans, the Great The coastal mud flats
Canal took three human generations to complete, long after the death of Kha-Em Heru. The Great produce rich clay that,
when treated with a special
Canal is the source of much of the nation’s wealth, as tolls and taxes are levied on every foreign
alchemical mixture and
ship that passes through it. Although Khem fishermen and small craft use the Great Canal for free, fired in a kiln, produces an
all other ships must pay a price depending on the size of the vessel and the goods it carries. The incredibly durable and light
northern end of the Great Canal, near Acheron, is heavily guarded and fortified. Khem troops and ceramic. Joktan uses this clay
engineers supervise labor and repairs, constantly monitoring the scores of slaves purchased from to produce everything from
Sheba or captured from Zin that toil at maintaining the canal. bricks, crockery, javelin heads,
The capital city of Acheron is known for the vast diversity of goods available in its markets as and even sling ammunition.
well as for its unique blend of architecture. Food production, along the fertile Nahl Iteru (NAH- The Joktan army wears a kind
of lightweight lamellar armor
hul IH-te-roo) is limited and thus a great deal of food is imported. The artisans and craftsmen of
that utilizes plates made of this
Khemit are well-respected; gold, mirrors, and finely crafted glass are exported in great quantities. ceramic. Joktan trades clay
Built over the ruins of an older Ophidian city, it is known around the Mediterranean as the City bricks with Kush in exchange
of Statues — its streets and plazas are filled with them, representing every Pharaoh and god among for bronze tools and weapons.
them. While most are out in the open, some are secreted away in alleyways and cul-de-sacs, known Joktan has increased the size
solely to the locals, forgotten by time and history. The people of Khemit worship the Orixa, but of its army threefold in the last
claim to know the true names of the gods and goddesses. 10 years and Kush is having
Acheron is also the home of the Great Acheron Library, one of the largest repositories of a hard time keeping up with
shipments of weapons.
knowledge in this region of the world.
The alchemical formula for
Acheron is also the home of the Great Acheron Library, one of the largest repositories of making Joktan ceramic is a
knowledge in this region of the world. closely guarded secret known
Another city lies not far from Acheron, the holy center of Hāru-Seti (HAY-roo set-EYE), where only to a dozen or so trusted
the Pharaoh and the high priesthood of Khemit live, supported by vast retinues and an army of alchemists. If this secret were
slaves. It is full of beautifully constructed pyramids and gardens. The center of Hāru-Seti contains to get out the mud flats would
a colonnade surrounding a small, lush forest that holds three hidden temples. Two of these are become highly contested
quite small, dedicated to Aset and Asari. The third, larger and more lavish, is dedicated to the god, territory.
Khepri. The belief in Khepri is the cornerstone of the state religion, enforcing worship of the god
in his heavenly and earthly manifestations. There are numerous sub-cults, each worshipping the
various deities and demigods of the Khemit pantheon. Though many of these cults have some
basis in certain necromantic rituals such as mummification, most are not evil in nature. There are,
however, necromantic cults feared by the populace whose hidden temples are spread across Khemit.
The Cult of Set is one of the more powerful of these secret cults allegedly boasting numerous Ahl-
At-Rab and Anubim members. Joktan’s Horses
Khemit has long been at war with neighboring Turan and the nomadic Zin tribes. The Khem The horses of Joktan
have long considered the people of the Turan to be barbaric, referring to them as “the wretched are wondrous creatures,
descended from Atlantean
ones”. Stories and legends amongst the Khem dating back to the period of Atlantean rule make
white breeding stock left behind
many mentions of the horrors and brutality of the Turani and the Jinn that used to lead their war when the Empire collapsed.
bands. An uneasy truce holds sway with Hesperia to the west; both nations fear the aggression of The Atlantean horses were
the Gorgos, but Khemit has not forgotten Hesperia’s own expansionist wars. To the south, Kush bred with normal horses to
and Nubia depend on Kehmit’s wealth. Kush depends on a great deal of the merchant trade coming produce beasts that, while not
through the Great Canal and Nubian mercenaries are used as infantry against the Turani. as sturdy as Atlantean horses,
The rest of the Khemit military is made of several different branches. In addition to a well- were fast, highly intelligent, and
trained infantry force, Khemit also maintains a small cavalry force and a large number of war able to survive on the minimal
water and food found on the
chariots. Khemit also employs war elephants, brought up through Nubia from Magan and Massawa.
Joktan plains.
The country is home to great number of Andamen, particularly Anubim, Nemeans, and Taurans,
The Joktan themselves
many of whom serve in the military. Together, these units make up a powerful war machine that regard horses with almost
keeps the borders of Khemit secure and has frustrated invaders for the past three centuries. In religious reverence and it is a
recent years, however, there have been a number of strange plagues and illnesses among the troops. mark of a great man to train
Border patrols have thinned and, as a result, raids across the deserts and wastelands have increased and breed his own horses.
in number. Most adult males own a
The king of Khemit is known locally as the Pharaoh and is the absolute ruler as well as the most horse, and extensive breeding
important symbol of Khem culture. Considered to be the physical incarnation and manifestation records, going all the way back
to the Golden Age, are kept in
of the god, Khepri, he is to be considered perfection in mortal form. He is the central figure of the
Sabba’s temples. The greatest
state religion and must therefore prove his divinity at various festivals where tests of strength and gift one can give in Joktan is a
endurance are performed before the populace. Many of these tests have become ritualized, but some fine thoroughbred horse.
still retain their legitimacy such as one test of virility in which the Pharaoh must kill a full-grown

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ATLANTIS: The Second Age
bull with his bare hands.
The past three Pharaohs have funneled a great deal of wealth into the construction of towers,
obelisks, and pyramids. No one outside of the Pharaoh’s court and the high priests knows the reason,
but many rumors and tales emerge from Acheron as slaves, marble, and orichalcum continue to
pour in.

More than a few of Acheron’s


statues were re-carved from their Kush
original Ophidian forms. Some of (Kush)
them still bear strange glyphs or Kush is an ancient land that has been compared to a wealthy old man: rich and decadent but
odd shapes that don’t look quite dried out and dreaming of past glories. Most of Kush is made up of plateaus, scrub plains, and
human. A local guide, doubtless highlands, with tropical forest to the south, and desert to the east. Climate varies wildly but can
seeking a better tip, once told me broadly be said to be dry and tropical. The Kush are famous as merchants, a situation born of
that some of the statues are only necessity due to the lack of decent food sources in this arid land.
the tips of much larger sculptures, The western mountain range is a source for several minor rivers that combine to form a tributary,
now hidden by the sands. I came which joins the River Nahl Iteru in Khemit. A dam built here supplies the capital city of Okartum
to wonder if some of those (oh-KAR-tum) with water. Irrigation projects have been attempted in many parts of the realm,
praying piously at statues were with limited success. Kush remains a poor land, with scarce food supplies (except for figs, dates, and
actually worshipping the original similar produce) and a rather small population.
darker powers.
The people are related both to the Turanian tribes from the other side of the Red Sea and to
Thalmia, Triton Sorceress the Khem. Men and women dress almost alike, wearing long, flowing headdresses, loose tunics,
breeches, and simple sandals. Their environment has not been conducive to the development of the
arts or the sciences, and they are often looked upon as semi-barbarians by more civilized neighbors.
Kush has a large Andamen population, one in five of the population being Animal Men.
Anubim and Asena are the most common types. A number of Uluka have been spotted in recent
I spent a great deal of time years flying high above the plateaus, but why is anyone’s guess. Tribes of Ahl-At-Rab wander the
in Khemit and greatly love the land and while they occasionally clash with small bands of humans, the natives have learned to give
people and culture. However, the lizard-folk a wide berth.
the Cult of Set is strong there Kush is ruled by a hereditary matriarch, called The Candace. The title passes to the eldest female
and the accepted presence of of the royal line. When there are no females of royal lineage available, a king may come to the
numerous Ahl-At-Rab made the throne, but the succession reverts to the female line as soon as a female heir is available.
place inhospitable to me in the Salawa (SHAL-ah-wa), the main port, is an important stop on the Sheban trade routes, and
long term. I blame the Cult for is the Kushite town most commonly visited by foreigners. Salawa’s market is one of the largest in
the occasional ill-repute that Gondwana and is famous for the quality of its wares. Almost anything can be bought here and the
Khemit suffers in other lands, for lack of tax on sales makes the prices very tempting.
I found it a place of beauty.
But that beauty masks a great Past Glories
deal of mystery as well. There are A great valley runs through much of Kush and legend states that this was the site where
ruins, half-buried in the distant Olódùmarè’s heart first struck the earth. Legend also holds that this was the birthplace
of humanity, though the truth of the matter is lost to the mists of prehistory. Legend also
hills beyond the river valleys, for
states that splinters of Olódùmarè’s heart lie undiscovered at the bottoms of lakes within
which no one knows a name. the valley.
There are lines of Vril that course Kush shows signs of a having once been a very different land. Barely visible ruins of
along the rivers and valleys, ancient cities dot the landscape and the outlines of vast farmland can be seen beneath the
circling the hills, for which no dusty plains. The oldest Atlantean histories imply that Kush was once a verdant land before
map exists in sorcerous texts. The some dark force — possibly the Anunnaki — rendered it almost uninhabitable.
lands of the Khem are blessed by
those who live there, but the dark
and baleful attention of evil gods Kush is rich in copper and there is enough to supply all of the local demand, with a small
seems to lurk in the shadows. surplus exported in the form of jewelry and utensils. Tin is also mined here; a valuable commodity
Caerwyn Ironjaw, Lemurian that is scarce in Gondwana and Europa. The Kushites do not export raw tin, using it instead to
produce bronze items for export. The very wealthy in Kush even display the great extravagance of
pure tin utensils and implements.
Sapphires and many other semi-precious stones are also common in Kush. Silver and gold are
found, though not in great quantities. These metals and stones, worked by skilled native craftsmen
into a variety of luxury products, are much in demand in other nations. They serve as the basis for
trade, which keeps Kush strong despite the poverty of agricultural land. Food is an extremely vital
import, and is necessary to supplement Kushite produce and herd animals. Without such imports,
even the relatively small population of Kush would suffer widespread famine.

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GEOGRAPHICA
Kush has cordial relations with Joktan, just across the Red Sea, and is strongly allied with
Sheba. The Sheban trade is crucial to the survival of the Kushite state, and the alliance is taken
very seriously. Kush is also pledged to come to the aid of Sheba in the event of an attack on the
trading realm, and especially on the island of Raamah. Khemit, on the other hand, is viewed with
suspicion. Trade with Khemit is important enough to keep relations friendly, but both nations
maintain strong border outposts for surveillance and possible response to threats from each other.
Relations with both Massawa and Nubia are poor at best. Kush covets the good agricultural
land of each of these neighbors, while the Nubians in turn covet the tin mines and other resources
of Kush. Skirmishes between Nubia and Kush on the western borders are common, though seldom
prolonged. Massawa, on the other hand, is viewed as a more serious threat. The port of Salawa,
which is separated from Massawa by a range of mountains, is known to be a coveted target of
Massawan expansionism. Forts and observation posts are thus maintained to keep close watch over
the approaches to the port town, in case the Massawans should ever launch an attack.
Internally, Kush enjoys a fairly unified culture. Their religion is built around the cult of Ahura,
the official government religion that, like the military, is headed in title but not in fact by The
Candace. Priestesses of Ahura maintain temples in Okartum, Salawa, and the larger settlements.
The rival Cult of Ba’al is outlawed in Kush, but there are covert groups of these demon-worshippers
who have been known to cause considerable trouble for the civil religious authorities in the name
of their religion.

The Cauldron of Spirits


A massive glass urn lies inside a stone circle, at a convergence of ley lines on the
border between Kush and Nubia. The urn is pocked with age but glows with a hellish green
light that burns the skin and can be seen for kilometers in every direction. The Kush call this
object the Cauldron of Spirits and claim that a kingdom of evil men who came before the
Kush were trapped within the cauldron by a great hero. The Nubians call this Agabesagata’s
Egg (a-GA-beh-sa-GA-ta), and believe that it is the cradle of an as-yet-unborn god.
Nubians regularly cross the border into Kush to leave offerings around the Cauldron of
Spirits. This practice has led to bloody massacres in the past, with a Kush tribe that has
sworn to protect it.

Magan
(ma-GAHN)
Lying just across the narrow straits from Punt is Magan, a nation that has evolved a hybrid
civilization based on borrowings from all of its neighbors. Magan’s terrain consists of broad
savannah bordered by hills and mountain ranges. The human tribesmen who dwell here (known
as the Magani) are tall and ebony-skinned. They shave their heads, paint their faces with white
pigments, and wear elaborate headdresses of cowrie shells and lions’ manes. They are said to treat
strangers with hospitality.
Magan is rich in mineral wealth — gold, diamonds, and copper being its most valuable
commodities. Magan’s abundance of copper makes the metal extremely common as a material
from which implements are constructed, or sometimes plated. There are fine coppersmiths and
goldsmiths in Magan, and their best work decorates the king’s palace in the mighty city of Zimba
(ZIM-ba).
Despite its reputation, however, Magan is not really as far advanced as Zimba’s impressive
appearance suggests. The backbone of the Magan culture still comes from the country people,
the herdsmen, hunters, and farmers who keep the populace supplied with food, leather goods,
and similar necessities. Because of this, the wealth of Magan’s precious metals can be used to buy
luxury items and, more importantly, knowledge and service from other nations. Lying on one of
Sheba’s chief trade routes, Magan has flourished from the exchange of knowledge and ideas that
accompanies the trade ships.
Magan has a large population of Nemeans who mingle freely with the human population. Jinn
are rare but regarded in a very positive light by the local population, who call them Malaika (MA-
la-IH-ka) and see them as creatures of good fortune. Tribes of Ahl-At-Rab occasionally wander into
the savannah but are mostly unknown.
The area has had a history of repeated foreign domination and local resistance. Magan was placed
under the Atlantean yoke during the Golden Age. The Magani eventually drove the Atlanteans
out. The process was repeated when the Hesperian Empire controlled the region. When Hesperia

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ATLANTIS: The Second Age

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GEOGRAPHICA
The heartless men
of Okartum
Okartum is “blessed” with
a group of eerie defenders
called the heartless men.
These humanoids figures are
encased in identical bronze
armor, each with a hole straight
through the chest where the
heart should be. The heartless
men are believed to be some
kind of automaton and the only
way to tell them apart is by the
complex engraving on their
armor. The heartless men keep
peace within the city walls and
defend the city from outside
attack.
The laws the heartless men
enforce seem to change based
on the time of year and the city
employs a number of criers to
inform and remind people of
the rules. The heartless men
vanish into the crypts beneath
the city for three hours every
night only to appear at dawn.
Thieves call these hours the
“reaping time” and, during this
time, it is very dangerous for
law-abiding citizens to be out
on the streets. Legend says that
the heartless men were built
by one of the ancient races,
perhaps the early Atlanteans or
the Ophidians.

The League of
Uhuru
A group of like-minded
beings who have banded
together to stamp tyranny in
the Kush region, the league
protects the weak and
dispossessed, and actively
fights against the many
serpent cults that have recently
expanded into the region.
The League of Uhuru works
closely with the Arcanum in the
area and shares resources and
information with anyone willing
to fight the dark forces that
besiege their verdant land.

129
ATLANTIS: The Second Age
fell into civil war, the Magani were quick to take advantage and rise against the arrogant warrior-
The Vault of women. In both cases the people of Magan learned much from their conquerors. Since that time,
Pabuuti Magan has had close ties only to the nation of Sheba.
Hidden deep inside a secret The Shebans prize not only the copper, gold, and diamonds produced by Magan, but also
temple in the mountains of ivory, and the skins of various animals (especially leopard and zebra). Rhino horns are also valuable
Anwari, the Vault of Pabuuti trade items. All these things are common in Magan; skins are used locally for clothes, and rhino
(pa-BOO-o-tee) is a cave
horns are prized for their reputedly magical properties, or as material for carved works of art. In
whose “hungry rocks” feast
on magic. The vault is a the back country, along the borders of Samu and Awalawa, live more dangerous beasts, including
prison for evil witches, spirits, large lizards and insects. The wilderness is to be feared, both because of the predators and monsters,
and demons that shamans and because of Nethermen bandits who lurk in some remote regions. Along the Samu border there
and witch-doctors across is sporadic danger from the powerful evil Tikoloshe (sTIK-ol-osh-ee)who dominate that unhappy
Gondwana have been unable land.
to kill or who are deemed too The cities and villages of Magan are small and widely scattered, for the country is still primarily
dangerous to kill. The caves a land of herding and farming. Zimba is the only city that even approaches the size of the great cities
form a seemingly endless
of more sophisticated lands, with Nachikupu (na-CHIK-oo-poo)being far smaller.
labyrinth littered with the
semi-living bodies of the black Though small, Zimba is colorful and varied. This city, with impressive stone towers, walls, and
magicians and evil creatures buildings, makes extensive use of the Atlantean custom of plating stone walls with copper. The
imprisoned here. result is impressive, and Zimba is widely known as a city far in advance of most of southern and
The vault’s rough stone eastern Gondwana’s other civilized areas. A luxurious stone palace built for the king and his harem
walls drain magical energy is one of the city’s most famous landmarks, along with the great public circle lined with shops and
from any being cast into taverns of every description. The city has enclosed walls, but buildings have gone up outside these
them, leaving the prisoners as well, and there talk of enclosing this “New City”. Other settlements of noteworthy size include:
powerless. The vaults do
Zambezi (zam-BE-zee), Buzi (BU-zee), Dondo (DON-do), Gwa (GWA), and Umtala (oom-TA-
however have an unknown
side effect; they transform
la). Zambezi is the principal port of Magan.
mortals dying here into undead Magan is ruled by a king or queen who combines training as a warrior-chief with experience in
mockeries. the magical arts. There is an extended royal family, consisting of all living relatives of the current
ruler, by blood or by marriage/association. Thus, even a king’s concubines or a queen’s consorts, and
all of their relatives, are considered part of the royal family.
Upon death of a reigning monarch, the new monarch is drawn from this extended family,
regardless of sex. Those eligible for succession to the throne demonstrate proficiency in both military
and magical prowess in a three-day petition. The applicant judged to be the most skillful is crowned
as new ruler. The monarch does not have absolute power, but comes close enough to govern almost
unchecked. The Magani king also functions as “high priest” of the state religion, whose practices
most closely resemble witchcraft. Recently, in a rare display of intolerance, members of non-native
religions attempting to proselytize were slain out of hand.
The Magani army consists mostly of lightly armored infantry with the elite Zebra Riders (light
cavalry armed with long spears and elliptical animal hide shields) being the highest-regarded units.
Sun Birds Members of the upper classes are expected to provide warriors and equipment for the army. The
The Sun Birds of Magan Magani keep slaves but never enslave their own people.
are legendary creatures, held
up as symbols of purity and
Magic in Magan
life. Sun Birds have bright
Magic is an everyday part of life in Magan and everyone knows at least one witch.
yellow and orange plumage
Minor spirits (good and evil) are also more common here than almost anywhere else in
and during the hours of
Gondwana. The ubiquity of magic has a downside, as some people employ minor spells
darkness illuminate the area
and evil spirits against their enemies or out of spite. This is the reason that village witches
around them in bright golden
are so common; it is part of their job to deal with the misuse of magic and to drive off evil
sunlight. It is said that no evil
spirits. Sometimes these witches turn to dark magic, a situation requiring strong arms and
creature can approach a Sun
magic to deal with.
Bird. Though now protected by
Magan law, these birds were
nearly hunted to extinction
by the Atlanteans centuries Zimba - the City of Ivory and Horn
ago. Now, only small isolated There is a city in southern Gondwana that is little more than legend in other parts of the world.
groups exist, and hunting them A city built in and around and from the bones of colossal beasts of the past. Situated in at the center
is a high crime punishable
of a large and barren plain, the city of Zimba is indeed constructed from the bones of great beasts.
by the most terrible tortures
imaginable. None quite know precisely where these bones came from — some believe that the Plain of Zimba
was once a watering hole for local dinosaurs while others posit that a great battle between dragons
once took place in the skies above Punt and the slain fell to earth where Zimba now stands. In either
case, the fact remains that Zimba is built from the bone, ivory, and horn of countless great beasts,
decorated with copper, diamonds, and gold. The poorest of Zimba’s citizens live in simple shacks
built of the bones of lesser animals, reinforced with wood and mud, while the palace of the king is

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GEOGRAPHICA
decorated with a façade of huge specimens.
Those who reside in Zimba experience heightened dreams several times a year wherein they Outsiders
The Marhashi are uneasy
stride across the land, sky, or sea as some giant predatory beast. While the general subject of these
around magicians from other
dreams remains the same, the exact details vary from person to person. The Magani of Zimba claim nations, and accidents tend to
that these dreams are prophetic, and signal what the next season of a person’s life might be like. befall those openly professing
magical knowledge. Traders
and adventurers are best
Marhashi advised to hide any magical
(mar-HA-shee) talents they possess while in
this strange land. Travel outside
Southernmost of the nations of the continent of Gondwana is Marhashi, a rich realm growing
of the major settlements is
in power and prestige. As is typical of the southlands, Marhashi contains a mix of veldt and rugged heavily restricted and those
uplands. Like its neighbors, diamonds and gold are common in Marhashi, along with copper and disobeying the law quickly find
other precious metals. Besides these resources, Marhashi is rich in cattle and ivory. themselves in chains.
In Marhashi, wealth means little when it comes to power or respect. Even the slaves have Outsiders sometimes
possessions that aristocrats in other countries might envy. The only real source of power in Marhashi wonder why the people don’t
is magic, for the land is ruled by powerful witches. rebel against their witch
All government positions are held by witches of one kind or another. Those with the greatest masters but they fail to realize
that the witches have spent
mastery of magic have superior positions in the government, and hence more say in running the
hundreds of years impressing
country. Anyone who does not possess knowledge of magical practices is considered a second-class on their people that the outside
citizen. Marhashi has but three social classes: witch, citizen, and slave. world is a terrible place and
The witch class contains many ranks. Standing is based on the level of magic mastered and even their religion is geared
experience in previous governmental positions. The art of Witchcraft is favored, but no form of towards keeping the status
magic is excluded from the class or discriminated against in any way; even Black Magic is accepted. quo.
All practitioners are given the title “witch”, even if they don’t practice Witchcraft. Witches are
exempt from many laws and can literally get away with murder in most cases. In fact, most laws are
mutable and subject to the whim of local witches.
The head of the state is known as the Grand Witch of Marhashi. The position is filled, usually
for life, by the most politically and magically powerful witch in the realm. Theoretically open to
any native witch, the position, in reality, tends to fall to members of a handful of select families. The Nemeans
These families have intermarried extensively, strengthening the bloodlines and consolidating power. Nemeans are very common
The Grand Witch is empowered to rule as he or she pleases, a situation that has caused much strife in Marhashi, making up as
much as 5% of the population.
amongst the lower classes, and even among the witches themselves.
Nemeans are so well-regarded
The citizen class is the largest in Marhashi, made up of all those who are neither witches nor that it is forbidden to kill a lion in
slaves. They have very little in the way of influence or authority, and are treated strictly as a second- Marhashi without the express
rate class. permission of a Nemean witch.
Slaves are an important part of the Marhashi economy, and a major import. Their numbers This is one of the few ways that
are further augmented by the Marhashi judicial system; most non-treasonous crimes carry slavery, a Marhashi witch can end up in
either for a specific term of years or for life, as a penalty. Any children born to a slave, even those trouble with the law.
serving out a term of a few years, are themselves slaves for life.
The state religion is controlled by the witch class, and is a largely ceremonial institution,
intended to reinforce the social order. Other cults exist, but are considered illegal under the law.
In fact, a number of minor cults were founded by the witches with the intention of watching for
rebellion. A witch cult worshipping Ba’al has risen up in recent years, with members snaking their
way into major government positions.
Strangers in Marhashi are often surprised by the wealth to be found wherever they look. Copper
and even gold utensils are used by many, while the witches ostentatiously display plates of precious
metal affixed in the Atlantean style to the stone walls of their homes. Fountains built of copper and
decorated with gold, ivory, and gemstones grace the homes of the wealthy, and the markets are filled
with imported luxuries ranging from myrrh, frankincense, and herbal oils to wines, exotic foods,
and even silk robes from distant lands to the east.
To a Marhashi, true wealth is represented by the ownership of silver, tin, iron, amber, or
gemstones other than diamonds, for these must be imported. As few craftsmen in Marhashi can
work these substances, finished products are usually brought in as well. Ownership of iron weapons
is restricted to important warriors; iron implements of any other kind may only be owned by a
witch.
Physically, the Marhashi people are tall and lean, with shiny black skin and coarse black hair.
Citizens wear starched white robes and caps. Marhashi warriors normally wear only loincloths,
animal skin cloaks, and headdresses made of red ostrich plumes (many also carry shields of rattan
or animal hide). Most colorful are the witches of Marhashi, who dress in rich robes and wear masks

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ATLANTIS: The Second Age
of carved and painted ebony wood (typically fashioned in the likenesses of some demon or devil).
Witch Estates Wrist and ankle bracelets are popular among all the classes.
Each witch in Marhashi A particularly striking element of Marhashian fashion is the use of the iridescent-hued feathers
owns an estate where his of the Marhashi Blue Fowl to make magnificently plumed headgear. Feathers imported from other
principal business interests lie. lands — Puntian ostrich plumes, Magani peacock feathers, Atlantean flamingo plumes, and so
These mini-settlements usually
forth — are used to equally vivid effect by the feathersmiths of Marhashi. Witches and foreign
consist of a main house, a slave
dwelling, outbuildings, and vast visitors lavish much business on the feathersmiths.
tracts of farmland or a resource The settlements of Marhashi display similar diversity. Even though all consist of neat houses,
mine. The Grand Witch grants market circles, cropland, and pastures, the layout of each settlement is extremely individualistic and
these estates to adult witches reflects the surrounding terrain, blending into the landscape rather than overshadowing it.
on their coming of age if their The major population center and capital of Marhashi is Kuru (koo-ROO), a rocky coastal city
own family cannot provide that sprawls along the banks of the River Grut (groot). The inland areas contain the witch estates,
one. These granted estates
and the coastal districts abound in markets, shops, storage sheds, and wharfs. Kuru is the only
tend to be in the borderlands
and require more work to
settlement that has a sizeable foreign population.
tame and maintain. The estate Other coastal trade settlements include, in descending order of size: Swazi (SWA-zee) and
populations vary in size and Umzinto (oom-ZIN-toh) in the east and Zaldana (zal-DA-na) in the west. Inland herd settlement
consist of the witch, his close and mining camps include Zabazimbe (ZA-ba-ZIM-bay), Kompa (KOM-pa), and Daraka (DAR-
family, and between 10 and a-ka).
100 slaves. A few citizens may
also be employed as foremen
or enforcers.
Most witch estates feature
a “circle of the dead gods”.
Massawa
The origin of these circles of 10
(ma-SA-wa)
man-shaped wooden carvings Massawa is a nation of contrasts, from the steaming jungle of the western expanse to the high
is unknown but some of the mountains of the interior to the warm and wet eastern coastline. The snow-capped mountain of
older ones function as Vril Kirinyaga (ki-RHIN-yag-ah) is one of the highest in Gondwana. The nation is split in two by the
circles. The newer ones tend to great Awaash (a-WA-ash) Valley that cuts from south to north across the region before passing into
serve as places of punishment
Kush.
and religious devotion.
The people of Massawa are tall, black-skinned humans. They prefer bright, single-colored
cotton robes worn over one shoulder, and wear their hair in long, elaborate braids. Their culture is
primitive in magic and science, but they claim that their ancestors built the ruined cities of Kush
before being driven back to Massawa by a great plague of insects that lasted a hundred years. A
The Monsters of hidden enclave of Lemurians lies within Massawa’s western jungle and the gentle Ape-men have an
Daraka uneasy peace with the humans. Bands of Ahl-At-Rab roam the area, occasionally making war on
The dangerous Daraka the Lemurians in an almost half-hearted fashion.
Mountains are a refuge for Most of the population is concentrated along the Awaash River, and on the long Massawan
several species of monstrous coastline. The river is dotted with numerous small herding villages from the coast almost all the way
reptiles, remnants of an earlier to the river’s source at Tummangat Lake (toom-MAN-gat).
age. Brave witches sometimes
At the mouth of the Awaash is Massawa’s capital, Adaama (a-DA-ma). This large city of clay
venture forth into the mountains
seeking monstrous mounts or
buildings and tall stone stelae (giant, elaborately carved wood or stone burial markers) is a thriving
creatures to battle in the arenas. port with a large foreign population, for Massawa has frequent contact with neighboring cultures
and traders from distant realms alike. In addition to the villages of the Awaash Valley and the
Massawan coasts, there are military training camps all along the inland borders of Magan, Samu,
Nubia, and Kush. Ostensibly, the camps are for defense, though they could as easily be used as bases
Tummangat Lake for expansion into neighboring nations. Those promoting war with other nations point to ancient
and the Starlight tablets discovered deep underground that point to a Massawan Empire covering the entire eastern
Pillars coast of Gondwana.
Tummangat Lake Travelers are welcome within the realm, and there are large foreign populations not only in
is surrounded by vast Adaama but also in many of the smaller villages. Sheban traders call regularly all along the coast,
arrangements of basalt pillars with Adaama one of their major ports of call on the southwestern trade route to Magan, Punt, and
that the natives claim were
Marhashi. People from Magan and Kush are also quite common, drawn not only by trade but also
used by their ancestors to
channel “star energy” into
by the lure of adventure; the interior of Massawa is renowned as a region of danger and of potential
the lake for some unknown riches.
purpose. Tummangat Lake is The land is rich with many edible plants to support both the human population and their
known for the thick mists that large herds. Gather-farming is widespread, though true agriculture is virtually unknown. Massive
rise from it every morning and migrating wildebeest herds numbering in the millions provide much of the food and materials for
it is said that these mists have hunter-gatherer tribes. Hunting provides diversity in the people’s diet, but it is cattle-herding that
healing properties. is the true foundation of Massawan life.
The government of Massawa is under the complete domination of the military, which is under

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GEOGRAPHICA
the direct command of the king of Massawa. National security and integrity are most important
to Massawa’s citizenry, and the military is regarded as the most important institution of the land. The Makara and
Most Massawans serve in the military at one time or another, and warriors are the most common the Ahl-At-Rab
class among the population. The Massawans hone their fighting skills on the Ahl-At-Rab bands that To the natives of Massawa,
these twin menaces are a fact
roam the country and on the Makara that frequently menace the coastline and settlements along
of life and a threat they have
the Awaash River. been dealing with for centuries.
Magic is mostly confined to the priesthood of Massawa’s shamanistic religious cult. Although Unbeknownst to the Massawa,
state and religion are separate entities, and religious leaders officially have no political power, there however, the two groups have
is close cooperation between the military leadership and the religious hierarchy. Only the upper recently begun working with
echelons of each group know the extent of cooperation that takes place in shaping policy and public each other; the Ahl-At-Rab have
opinion; the common citizen has no inkling of this alliance. called upon the Makara for help
in investigating an Ophidian
Social rank is directly based on past or present military rank. The army is very large, and
ruin under one of the region’s
primarily consists of infantry; a small navy operates along the river and up and down the coast.
lakes. If this arrangement goes
The navy consists mostly of fast troop transports and has little capability when it comes to fighting well, the Massawa may find
other ships. Both services make frequent use of archery — the Massawan archer is well-known themselves under concerted
throughout Gondwana and even beyond — with war clubs, javelins, and spears being the other attack from two fronts.
favored weapons of most warriors. As the Massawans have little knowledge of metallurgy, most such
articles are made of wood, stone, and bone.
Those not currently serving in the army are mostly cattle herders or gather-farmers. Others are
involved in crafts, or in occupations that provide for the distribution of goods and for the comfort
of citizens and travelers alike. Massawa is a realm of plenty, and would be almost idyllic if it were
not for the imposition of heavy taxes and the growing sense of impending warfare.
Massawa is not particularly rich in natural resources. Their chief exports are ivory, animal skins,
and semi-precious stones. Gold, silver, and copper are scarce, and hence quite valuable. Adventurers
are drawn to Massawa by the promise of wealth reputed to be lost in the uncharted interior of
the realm. Hoards of plundered treasure are believed to exist in the serpent caves under Mount
Kirinyaga. Another lure is the lost city of Melka Kontaurea (MEL-ka kon-TO-ooree-a), an ancient The land of my father, the land
Ophidian ruin said to lie beyond the caves in a hidden valley somewhere in the mountains. It is of my mother, and the land of my
said to be home to vast treasures and malevolent wraiths, though despite local legends, no one in birth. No fruit tastes as sweet as
the realm is actually known to have ever visited the ruined city. Nubian fruit, no meat as savory,
and no savannah as majestic. This
is the land the Orixa set aside to
create warriors. I may have gone
N ubia beyond its borders, but I carry
(NU-bee-a) Nubia in my heart.
The landlocked nation of Nubia is a land of jungles and savannahs, combining aspects of the Donobey of Nubia
central and eastern regions of Gondwana. It is bordered by Khemit to the north, Kush to the
northeast, Massawa to the southeast, Samu in the south, and the ill-defined reaches of Awalawa in
the west. Nubia is home to a variety of beasts: wild herd animals that roam the wide savannahs,
giant crocodiles along the banks of the River Nahl Iteru, and large herds in the forests and jungles.
Physically, the Nubian people are very impressive. They are tall (rarely less than 1.8 meters in
height and often as much as 2.2 meters tall), with ebony skin and close-cropped, kinky black hair.
Their clothing is distinguished by the common use of necklaces of hammered copper plates or disks
and colorful silk or dyed cotton headdresses copied from the Khem style. They also wear loin cloths
and loose robes or tunics, depending upon their immediate needs.
The Nubians are not very advanced in any of the arts or sciences, being simple hunter-gatherers
who roam the land in small bands. They are not a violent or aggressive people, yet nonetheless
have a deservedly fearsome reputation as warriors. Their skill in the use of spear, javelin, and bow is
legendary, and Nubian mercenaries are in demand throughout much of the civilized world.

The Nemean King


Nemeans regard Nubia as their home and are more plentiful here than anywhere else
on the planet. The Lion Legion brought a massive number of Nemeans back with them from
Atlantis and so the population has managed to stay stable here unlike many other regions
where it has declined. Several past great chieftains have been Nemeans and it is traditional
for Nubian chieftains to take at least one Nemean wife.
Other Andamen have been drawn to Nubia throughout the Dark Ages and it now
possesses the largest Andamen population outside of Atlantis.

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ATLANTIS: The Second Age
Queen Nyavinghi The Beasts of Nubia
Nubia is home to a Nubia is home to a number of remarkable creatures, massive oversized animals worthy
powerful mercenary queen of legend. A breed of giant hyena roams the savannahs, as do prides of massive saber-
without a home. Nyavinghi toothed cats. These huge beasts feed on equally gigantic breeds of herd animals, such as
(NEE-ah-vin-ghee) was once wild hogs that stand 2 meters at the shoulder. The creatures’ massive sizes means that
a Hesperian noble woman Nubian hunters tend to choose smaller targets and leave the rest alone.
who cast her status, titles, and
fortunes aside for the love of
a Nubian general. When he Just before the Cataclysm each of the Atlantean kingdoms sponsored a legion of Nubian
was assassinated by rivals in mercenaries, each with an animal totem. When the Cataclysm struck, three of these legions were
Khemit’s army, she took control destroyed outright in the chaos and the remainder either set sail for Nubia or got absorbed into the
of his men and marched them Atlantean armies. It is a tribute to the Nubian warriors that none of them engaged in looting or
deep into the wilderness to train attempted a coup. Of the ten legions, only three survive today (the Hawk, Bull, and Lion legions)
for 30 years as she mourned and make up most of the mercenaries provided by Nubia to other realms.
the death of her beloved. A
generation has passed and
The great chieftain of Nubia, to whom the lesser chiefs pledge allegiance, negotiates with
the children of the mercenaries foreign powers and groups to provide mercenary soldiers (who are then recruited on a voluntary
now compose most of her basis) in return for a variety of trade goods. In this way, Nubia can procure metal products not
army as they march towards available in the land, where only copper is commonly mined and worked. The sale of war-skilled
Khemit and its Pharaoh to take manpower permits them to obtain the finest weapons and armor in the world. Even Atlantean steel
her revenge. and iron products have become almost commonplace in Nubia, thanks to numerous generations
of professional mercenaries.
Khemit is Nubia’s main customer for mercenaries, and most of the Hawk legion is stationed
there. Sheba and Tharshesh also use Nubians frequently, commonly posting at least one squad of
Agabesagata’s Egg mercenary soldiers on any trade ship that bears especially costly cargo. But foreign nations do not
Just over the border in
have a monopoly on mercenary use; private interests make up a significant portion of the list of
Kush lies the strange object
known to the Nubians as Nubian customers.
Agabesagata’s Egg. The Due to their reputation, Nubian mercenaries command at least 25% more than the standard
Andamen of Nubia believe that rates. The price includes the re-outfitting of the mercenaries with the best available weapons and
a child conceived in the light of armor. Employers are also expected to provide food and shelter for the troops for the entire period
this object will be blessed with of their employment, from recruitment in Nubia to their return to that nation.
fertility and give birth to true Nubian military units include infantry armed with spears and short swords, archers, trained
Andamen. Many tribes migrate
war elephants with highly skilled mahouts, and onager-drawn chariot forces (using wood-framed,
to area surrounding the egg
each year for mating purposes.
two-wheeled chariots plated with copper).
This has led to clashes with Nubia’s other exportable resources include animal skins and furs, copper jewelry, and sculptures
cults from Kush which believe of wood and ivory. Ebony and ivory statuettes are prized by collectors as far away as Sheba and
that the egg is dangerous and Atlantis, where they are far from common and command an extremely high price.
should be avoided. Nubian religion revolves around Khem pantheon, but each band worships in its own, highly
personalized way. Most of the other cults that do flourish are shamanistic, with some based in
Witchcraft.
The Nubians tend to be very tolerant of other religious beliefs, and expect the same of others.
The sole stone circle They are very hostile to any religion that practices forcible conversion, intolerance, or aggressive
in Nubia lies near the peak missionary tactics, and have been known to refuse, or even to turn against, employers who exhibit
of Mount Jebel Barkol (JEH-
such beliefs.
beh BAHR-kohl). An emerald
mist coils at the center of the
circle that is so infused with
power that anyone touching
it vanishes instantly. What Okalo
happens to these people (oh-KAH-low)
nobody knows but a great
Okalo was once part of the Hesperian Empire and fought in the insurrections and revolutions
oracle once proclaimed that
they go to Olódùmarè’s house. that won the nation its freedom. But, like Pemba, that freedom also brought on a rapid decline.
What this means is unclear but Okalo is part of Gondwana’s southlands, filled with broad savannahs leading from the coast
many dying men and woman up to the rugged, volcanic highlands. The terrain has allowed the Okalo to develop into herdsmen
make the pilgrimage to the and simple people of agriculture. Craftsmen are also developing their own style, with a variety of
mountain each year in the goods woven from the long-stalked grasses of the savannah, simple metalworking and, recently,
hope of some kind of miracle. gem-cutting.
The mountain is guarded by
The rediscovery of diamond deposits in the interior has added both wealth and a growth of
77 Anubim arcanists and is
rumored to be the site on which
settlements in Okalo. Diamonds and livestock are traded to other lands, particularly Tharshesh, in
the Orixa were born. exchange for metal weapons and tools. Some of these are also given to the Okwilu (OCK-wee-loo)
in tribute to keep them in their jungles. The Okwilu used to raid Okalo for cattle, crops, and slaves

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GEOGRAPHICA
but metal tools and weapons from Okalo traders allow them to fight their rivals. Though raids
across the border still occur, there is an uneasy peace between the two lands that is tenuous at best.
Except for a few mining villages in the highlands, most of the Okalan population is largely
distributed between small herding villages and growing cities dotting the savannahs and coast. The
largest of these is the port city of Kaguata (kah-GWA-tah), the nation’s capital. Kaguata is the center
of foreign trade and has a large concentration of craftsmen and merchants. It is also the seat of what
passes for a local government as well as the local army of the realm. Other cities include Kaloa (kah-
LOW-ah), Ondanagua (ohn-dah-NAH-gwa), Usako (yew-SAH-ko), and Obis (oh-BIS).
Okalo is not particularly unified. It is more a hegemony of villages and towns banded together
for trade and defense. Each village is usually ruled by a shaman. The hereditary shaman-chief of
Kaguata is acknowledged as the nation’s High Chief. He is supported by a council of elders, many of
whom are former village rulers. Thus, the entire nation is represented to the High Chief. Individual
bands of warriors from each village form what passes for an Okalan army. The shamans who rule the
villages and nation are seen as intermediaries between the land, the people, and the gods.
The village shamans also tend to be craftsmen. They are renowned throughout Gondwana and
in parts of the rest of the world for the trinkets and talismans they create. Each charm is dedicated
to a different minor god or goddess, and intended to provide aid for anything and everything,
ranging from cooking to lovemaking and from battle to craftsmanship.
The Okalans are of an average height, lean, agile, and adorn themselves with lion-claw jewelry
and colorful wrap-around robes. Occasionally, they use body paint over their walnut-brown skin or
in their jet-black hair. There are few Andamen in the nation, but a number of Jinn have appeared
in the larger cities, working alongside craftsmen or advising the shamans.

Mount Tama
Deep in the Okalan highlands rests Mount Tama, which was the site of a citadel built during
years when the Hesperian Empire ruled over these lands. Constructed near several rich diamond
mines that the Hesperians depended on to finance their wars of expansion, Mount Tama is said
to hold an untold fortune of wealth. However, no Okalan has ever been successful in retrieving so
much as a single gem from within the walls. Stories say that the ghosts of the last legion stationed
at Tama still remain and will not leave until a queen of Hesperia arrives to relieve them of their
command.
In truth, the fortress and the mines beneath are still the homes of a band of Amazons left behind
in Okalo. Known as the Tamara, they preserve what they see as the warrior-hunter traditions of
their native land with rule by a matrilineal society. They have a large population of male slaves who
till the steep cliff-side farms on the mountain below the citadel and work in the mines within the
mountain.
The Tamarans are much like contemporary Hesperians except that one and all they are devoted
to a small cult dedicated to a jungle goddess. Originally, some of the Amazon legions who were sent
to Okalo had been influenced by the Lotus Cult of Dabba. However, after the Hesperian Empire
began to lose control, the Tamaran legion could no longer get a reliable supply of lotus powder.
Over time, the adoration of the Lotus Cult morphed into something else. The Tamarans decorate
their shields with flowers, and have a shrine within their citadel filled with flowers harvested from
the highland jungles. This reverence to flowers has become part of an internal cult of Witchcraft in
Tama that the average Amazon of Hesperia would consider “unwomanly”.

The Land of the Basilisks


Along Okalo’s coast is a small desert region known as the Land of the Basilisks. Populated by
large, vile lizards that roam the area freely, most people avoid this area. A small and savage cult that
worships the beasts lives here, surviving by fishing and hunting.
Calling themselves the Namaba (nah-MAH-bah), the people here are tall, long-limbed, and
ebony-skinned. They are largely nocturnal to avoid the heat of the desert days. They do not wear
much in the way of clothing, nor do they make much in the way of tools. There are several Ahl-At-
Rab who live amongst the Namaba, some acting as tribal shamans. The entire tribe is cannibalistic
with regards to outsiders and dead Namabi.
The heart of the Namabi shamanistic basilisk cult is an ancient Atlantean who slumbers within
a large carved casket of amber. She sends the shamans dreams, wisdom, and directions to be carried
out. No one knows what her agendas or motivations are, but there is a sinister color to all she does.

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ATLANTIS: The Second Age
The Great Jungle Ophir
of Ophir (oh-FEER)
Deep in the heart of the The nation of Ophir lies along Gondwana’s western shore between the Hesperian colony of Maia
ancient jungles of Ophir are said and the Pemba tribelands. The north of Ophir is a mountainous region, while the east and southern
to be places where the trees
interior are largely untamed jungle. A few humans live in these remote regions in small knots, living
march in rigid lines or stand like
off the land, and occasionally venturing down to the coast to trade. The great sandstone cliffs that
columns around mist-shrouded
clearings. There are dangerous tower over the jungles support a number of various cave settlements, none large enough to even
creatures in the jungle, be considered a village. Occasionally, bands of Nethermen or Andamen will make one or more of
however, that take the forms of these into temporary lairs, but few remain for any great length of time. It is along the coast of the
things from out of nightmares Atlantean Ocean that most of the civilized centers of population remain.
and myths. Furthermore, the The human inhabitants of Ophir are a black-skinned people, nearly as tall as Nubians. They
Lemurians who dwell down in wear loose-fitting white kaftans and elaborate burnooses. Most citizens wear a great deal of jewelry,
Khaffir regard the heart of the especially gold and copper, on their arms, ankles, and necks. Those who cannot afford precious
jungle with something akin to
metals wear similar decorations carved instead from wood or ivory. Trade with such nations as
dread and fear, and will only
say that their own ancestors Atlantis, Okalo, and Marhashi ensure a variety of ideas and cultural exchanges as well. A number of
long ago learned that there Atlanteans maintain manors and estates in the Ophir countryside, and it is not uncommon to find
were some seeds that should other races visiting the cities of Ophir for a variety of reasons.
not be planted. The people of Ophir are well-educated, with most of the citizenry being schooled from a young
age. In exchange, the king of Ophir requires that all citizens who do receive an education also serve
in the military for a total of twelve years. Military service does not have to be completed all at once,
but it must be completed before an Ophirian’s sixtieth birthday. Ophirians are very religious and
devotion to the Orixa is almost universal amongst the population.
The government of Ophir is a monarchy that boasts an unbroken line of kings stretching back
to the days before the Hesperian Empire was overthrown. The government is fair when compared
to other monarchies, and enjoys the support and trust of its populace. Each village and town is run
by a council of elders, made up of respected shamans, hunters, warriors, and merchants. In turn, a
similar council advises the king in Khaffir (ka-FEER).
The ports of Ophir make it a fabulously wealthy land. Mines in the north produce gold,
diamonds, and lead in vast quantities, enough to make Ophir a leading exporter in all three goods.
Silver, copper, and quartz are also extensively mined, as well as far smaller amounts of tin and iron.
Trade brings in large quantities of Atlantean iron and Hyperborean steel, which are used primarily
to outfit the Ophiran military.
In recent decades, another aspect of Ophir’s growing power has been the development of
The city is what I believe alchemical studies. Perhaps spurred by ties with Atlantis, Ophir’s capital has an established
Atlantis aspires to be. I know university that enjoys the respect of sages and alchemists from Atlantis to Sheba. The university
most see it the other way around is very expensive and requires its students to pay every two months (WP DoD -3). In exchange,
but the cities of Ophir are grand however, the school provides all the needed materials and access to several Lemurian alchemist-sages
without the contempt shown to who act as instructors and artisans. The Lemurian teachers have strongly influenced the university
visitors. The cities and villages are and, as result, Ophiran alchemists are highly sought after as healers and masters of medicine.
always filled with the laughter of
The university, and indeed much of the capital city of Khaffir, contains many beautiful examples
children and the wisdom of wise
of architecture, with the more prominent buildings gilded in bronze, ivory, and precious stones.
men and women who will take
Trained peacocks stroll through the streets and are seen as an emblem of the city; it is forbidden
the time to help a traveler.
to harm or molest them. Many of the wealthy keep gardens hospitable to the birds and the birds’
Donobey of Nubia sometimes raucous calls echo through the streets during the day.
In addition to Khaffir and its university, the coastal city of Ogbu (OHG-boo) also enjoys wide
renown. Like Khaffir, it is thought that Ogbu was one of the original settlements of the early
Atlanteans before they left the continent of Gondwana. Three great mirrors that date back to the
“Day of Shattering” are kept in the holy city of Ogbu, and it is from this city that some of the
greatest priests and godspeakers the world has ever known have come. Religion in Ophir is almost
shamanistic, carrying the polytheistic worship of the Orixa to great extremes. Honor is paid to
many Ophiran deities and it is believed that those deities in return shower the Orixa’s blessings of
wealth, knowledge, and health upon the nation. Like Khaffir, Ogbu too has a symbolic animal.
In Ogbu, trained apes work alongside men and are viewed somewhat as younger siblings in many
households, enjoying the care and attention of families and providing security and strength in
return.
The other coastal towns of Kintampo (kin-TAM-po), Anokchatt (ah-noc-CHAT), and Tema
(TEH-mah) serve as minor trade centers. Additionally, there are two settlements in the mountains,
Adaamaawa (AH-day-MAY-wa) and Ogwaashe-Uk (ohg-WAY-she-UHK), which are built around

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GEOGRAPHICA
the nation’s mining interests. None of these, however, are as elaborate or extravagant as Khaffir.
The entertainment districts in Khaffir and Ogbu are said to be second only to those of Tharshesh
in terms of the variety of diversions available. Many taverns host extravagant shows and pageants for
their patrons. There is a great stadium where athletic events, gladiatorial contests, wild beast shows, The River of
and other attractions are staged. In recent years, even operas and plays imported from Atlantis have Dreams
An Asena from the Avakuli
been performed in Khaffir. Additionally, throughout the nation, each full moon is observed with
who calls herself River has
a great festival, sometimes lasting as long as a week, which caters to citizens, slaves, and foreigners begun to raise a band of other
alike, paying honor to the Orixa and reveling the joys of life. warriors to drive out Okwilu
In contrast, the cities also attract an unpleasant element. The festivals, with their rich foreigners and Kota raiders from northern
coupled with the wealth of the trade ships coming and going from her ports, mean that thieves, Pemba. Though she claims not
extortionists, and other criminals in great numbers also come to Ophir to seek their fortunes. to be a shaman, she has had
Although Ophir is possessed of a large and powerful army, the military is generally too occupied several prophetic dreams that
with guarding the nation’s wild frontiers to deal with domestic policing. have led her small band to a
number of startling successes.
Protecting the southern border with Pemba is difficult at best. The unpredictable Avakuli (ah-
Her band of warriors calls
VAH-koo-lee) tribes often venture across the border to raid and loot nearby towns or merchant itself the Stormborn, after the
trains, and it falls to frontier garrisons to respond to threats in time. Trade agreements, even with group’s preference for fierce
the Pembans, demand a rapid response to bandit raids. The eastern border of Ophir recedes into sudden attacks and a fondness
the encroaching canopy of Awalawa, and at times dangerous creatures cross the border to terrorize for bows.
southeastern Ophir.

Pemba
(PEM-bah)
The nation known as Pemba is actually a holdover from when this region was dominated by the
Amazons of Hesperia. Though it was one of the first nations to break away from Hesperia centuries
ago, outsiders still refer to it by its Amazonian name. In truth, Pemba is a divided land. Considered
part of the interior of Gondwana, dominated by tropical jungle and the vast Dkawala (DUH-kah-
wah-LAH) River, the land is frequented by dangerous animals, giant reptiles, and animals thought
extinct elsewhere. The inhabitants of the region are seen as primitive and warlike, a product of their
brutal environment.
Three separate groups reside within Pemba: the Avakuli, the Okwilu, and the Kota (KOH-tah).
Primarily living in the northern half of Pemba north of Dkawala, the Avakuli have chocolate-
brown skin and kinky black hair, usually dyed in several colors. They wear little if any clothing,
decorating themselves with brightly colored body paint and the occasional piece of jewelry. They
are a migratory people, following small herds of cattle or game.
Based on dimly remembered oral histories of the age of Amazons, the Avakuli have a female-
dominated warrior culture. Men gather vegetables, prepare meals, and raise children while the The Thousand
women serve as hunters and fighters. The Avakuli worship the Orixa in their many forms and have Spears
several shamans in each roaming band. A single great Nethermen
Though primitive, the Avakuli conduct extensive trade with Ophir, exporting ivory, furs, and shaman-chieftain is organizing
rare plants and animals from Pemba’s jungles in exchange for metal weapons and tools from Ophir. the scattered bands of Kota
There are many bands of Avakuli, though every year they all gather together for a week to trade and turning them into one great
knowledge, tribe members, goods, and slaves amongst the tribes. tribe. This shaman has spread
the worship of Ba’al amongst
Like the Avakuli, the Okwilu are a hunter-gatherer society, but the Okwilu are a male-dominated
the cannibals, and they have
society south of the Dkawala. They too remember the time of the Amazons, but Okwilu stories
taken stores of abandoned
recall them as fierce monsters and enemies. The Okwilu were the first people to rise up against
weapons from hidden
the Hesperian Empire as its internal strife started to erode its control. They succeeded and that
Amazonian caches left behind.
achievement has translated into a prideful culture completely reversed from that of the Avakuli
If they side with either the
despite their common ethnic origin. Bitter rivalries exist between the two groups.
Avakuli or the Okwilu, the
The Okwilu roam across the southern half of Pemba, paying homage to the Old God Og at other tribe will surely fall. If the
various sacred sites marked by large stone dolmens that jut upwards from the fertile soil of the Pembans, however, can be
grasslands. The Okwilu occasionally trade with the Okala to the south, but when trade goods are united against the Kota, then
scarce, they instead turn to raiding their neighbors for what they need. the fierce jungle tribes, tribes
The enmity between the Avakuli and the Okwilu is fierce, each tribe loathing the other, seeing not even the Amazons could
the other as a wretched distortion of what it best in life. Yet, both tribes fear the dreaded Kota. The extinguish, might be dealt with
Kota are cannibalistic bands of Nethermen who traverse both banks of the river, stalking its shores once and for all.
by night and slumbering under the canopies of trees by day. In the past, the Hesperian Amazons
kept the Nethermen at bay by force of arms, or bribed them to venture further inland up the river.
In the centuries since the Hesperian left Pemba, the Kota have been destroying the forts and
abandoned strongholds of the Amazons one by one. Now that only one of these remains near on
a small island in the delta where the Dkawala meets the Atlantean sea, it seems that the Kota have
become a force to be reckoned with.

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ATLANTIS: The Second Age
Puntian Liquid
Punt
Stone (punt)
The formula for this rare The island of Punt is generally considered a part of Gondwana, though in fact it lies between the
alchemical creation is known continents of Gondwana and Mu, and guards the two passages between the Erythraean Sea and the
only to the alchemists of Punt Forgotten Sea in the south. Punt enjoys a tropical climate and while most of the island enjoys a lot
and they are sworn never of rainfall, it does have an arid region near the southern tip. Terrain on the island is mostly tropical
to share it with the outside
forest with central forested highlands and a ring of mangrove swamps surrounding the coastline.
world. The formula turns sand
and water gathered from Punt is the setting for many exotic and outlandish stories. When an Atlantean or Tamoanchanian
the coastline into a muddy wishes to refer to the strange or the mysterious, the land of Punt is one of the first places that comes
substance that dries in a few to mind. The island is famed for an abundance of myrrh trees, which produce an aromatic scent
days to become as solid as unlike any other in the world. It is said that a sailor can navigate to and from the shores of Punt
rock. The alchemists also merely by following the smell of myrrh wafted on the sea breezes.
have a brew that can dissolve The island is rich in precious stones as well, mostly sapphires. One common saying is that a
the solidified rock back into its spade of earth from Punt can keep a man in style for a year, so common are the valuable gems
constituent components.
buried there. The rugged land holds a variety of wildlife, too; ostriches and baboons are especially
notable because of their domestication by the island’s inhabitants.
Punt is often called land of the small giants, inhabited by a race of pygmies. Skin color is dark
brown and the people of Punt have lean athletic builds. Facial hair is virtually non-existent, but
the black, kinky hair on their heads is worn long and in a variety of intricate dreadlock styles. Such
personal ornamentation is used to suggest social standing and occupation.
The Puntians have a flourishing, civilized culture. They build aboveground using a poured-
stone process known only to their artisans. Buildings are small and sturdy, and are created with an
individual artistry symbolic of Puntian character. Even the Royal Citadel is not a large, imposing
structure, but rather a collection of smaller buildings set seemingly at random in the enclosure of
the park-like Royal Preserve. The most elaborate structures on Punt are the labyrinthine mines, each
representing many centuries of toil by generations of miners.
Culturally, the Puntians have a complex social structure that gives almost equal importance
to several different abilities and talents. The upper classes of society are warriors, alchemists, and
sorcerers, with warriors being the least important of the three. The alchemists of Punt, in particular,
I laughed when I first saw a are held in high esteem by their countrymen. Little magic is practiced on Punt, though there are at
Puntian soldier on one of these least two royal families who specialize in a local variant of Atlantean High Sorcery.
ridiculous-looking mounts. A Punt is ruled by a monarch of one of the three upper classes (warriors, alchemists, and sorcerers).
few days later I saw one of The reigning monarch selects his successor from among any of the several “Royal Families” of Punt
these beasts throw off its rider prior to death. Should he die without making a choice, the throne goes to the nearest male relative
and disembowel at least three of the King, with a vote of the King’s Council settling any disputes or problems as they occur. This
people before being subdued. council consists of a host of advisors appointed entirely by the king. He delegates such power as
Never laugh at what you don’t he wishes to members of the council, having the right of complete control over the composition,
understand. duties, and privileges accorded to these advisors.
Thalmia, Triton Sorceress The king is an absolute monarch: head of the realm, the council, and all three of the top social
classes. Generally, though, the king makes little use of these powers. For the most part, the kings
of Punt have allowed their subjects great individual freedom; while they remain in solitude and
contemplation in the Royal Citadel atop Mount Amadagascara (AHM-ahd-ahg-as-cya-ra). They
are content to set general policies, steering the realm along a particular path, but intervening only
as the need arises.
The people of Punt are renowned for their skill in cutting gems. Even their ordinary jewelry
is superb in quality and craftsmanship. Sorcerers and alchemists frequently work with jewelers to
construct truly marvelous magical amulets, and many pieces of jewelry in the land are endowed
with magical properties in ways that cannot be duplicated beyond the shores of Punt. The Puntians
are possessive of these artifacts, and rarely part with them willingly.
Merchants and craftsmen belong to the same respected class. Puntian merchants have established
relations with other seafaring nations, especially Sheba far to the north. Punt’s exports include
ebony, ivory, perfumes, incense, myrrh, frankincense, valuable woods, resin, antimony, jewels of
all kinds (and some jewelry), trained baboons, and giant ostrich feathers. In return for these items,
they import a variety of metals and luxury goods. Merchants usually use large outrigger canoes or
multi-hulled catamarans to trade with other groups.
Punt’s warrior class is powerful, even if it is eclipsed by the sorcerers and alchemists. They are
charged with the defense of the realm, and are ultimately answerable only to the king. Punt has a
very unusual cavalry branch to their army. The Puntians have bred a strain of giant ostriches (which

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GEOGRAPHICA
reach about 3 meters in height) that can carry the weight of armed Puntians on their backs, and
trained them to fight in battle themselves with slashing, brass-shod talons. Like Nowhere on
Baboons have also been domesticated and trained by the Puntians, and are used as “watchdogs”, Earth
attack animals, and for some simple, menial labor. Both ostriches and baboons are kept as pets by Nearly every species of
the wealthy; ostriches, in addition, are raised for their feathers (for apparel and for export to other plant and animal on Punt is
unique, with such marvels
lands), and as a source of meat and eggs.
as pygmy hippopotami, giant
Once, early in the island’s history, Punt was as rich in workable metals as it still is in gemstones. lemurs, and cat-like predators
Long ago, however, the best veins of ore were all thoroughly exploited; while some mines still called fossa that grow to the
produce metal, it is of decidedly inferior grade. The extensive mines of the old days remain vast size of lions. The plants found
labyrinthine structures that delve far below ground. Most have not been used in generations, and here are sources of native
it is probable that no living person knows the full extent of the tunnels today. The tunnels are medicines that can work
supported by spans of liquid rock, allowing them to be dug far deeper than normal without the risk miracles in the hands of a
of collapse. It is believed that some of the mines have tapped into a subterranean world unknown trained healer.
to the surface dwellers, for several have reportedly become underground havens for mysterious
creatures of unknown origin. As with most such tales, the true facts are unknown.

Aftoki Physiology
The Aftoki number only
Samu a few, perhaps less than a
hundred survive from the
(sa-MU) massive Nethermen tribe that
Samu, like Awalawa and Pemba, is considered a part of the interior of Gondwana. The region is arrived in Samu early in the
blanketed by thick rainforests, broken only by lakes, rivers, and occasional volcanoes. Samu has the Golden Age. The remaining
dubious distinction of having the highest rainfall of all of Gondwana and suffers from almost daily Aftoki are all masters of the
thunderstorms. Samu is rich in all manner of life, but only a single human tribe inhabits, or even Dark Arts and have suffered
massively for it. The hulking
chooses to venture into, the region.
forms so common to Nethermen
The reason for this sparse habitation stems from the presence of a small group of surprisingly are gone, replaced by rotting
cunning and malicious Nethermen called the Aftoki (AHF-tok-ee). These Nethermen are a skin and weak, atrophied
particularly ancient version of the breed, corrupted by their use of dark magic so that they seek only limbs. Their hunger for human
power and the misery of others. The Aftoki have divided the land amongst themselves, and prey flesh is great and they can
upon anything living, both within the region and in neighboring territories as well. The power of keep a victim alive for weeks,
the Aftoki sorcerers is great, and they are much feared for their cannibalistic ways. nibbling away at extremities
and fat until there is nothing
Under Okioga Lake (OHK-ee-oh-ga) lives the Aftoki’s de-facto ruler. He claims the title of
left; little surprise that the Aftoki
“Master”, and his fellow sorcerers acknowledge his right to this claim, though there is no true are known as “ghouls” to those
hierarchy or cooperation among this evil clan. Such is the Master’s power, however, that some lesser who have seen them.
Aftoki come to him from time to time to adjudicate disputes (which are few, as individual Aftoki
generally avoid other of their own kind). The Master must be paid for this service, the currency
of which is in human victims. The number of sacrifices required depends upon the nature and
complexity of the problem to be solved.
Mother Ngunda-Wae
With so powerful a force of evil in the land, it is surprising to find any humans living in The Acholi have legends of
Samu, but the Acholi (ah-COHL-ee) tribe of Samu’s Achwa (ah-KHWA) district does so. They are a great mother goddess called
primitive folk with unusual ways, and though they fear the Aftoki they will not leave Samu. Mother Ngunda-Wae (GUN-
The Acholi are a highly superstitious people. They worship a pantheon of gods similar to the da WAY-ee) who dwells within
Orixa, and revere many hundreds of lesser forces — animals, spirits, familiars, even the Aftoki the waterways of Samu. The
themselves. Their religion binds them to the land; they believe that leaving their hunting grounds goddess takes the form of a
giant water snake with rainbow
of the Achwa would bring certain disaster upon all their people.
scales that devours the sick
Another belief is a tribal taboo that forbids any adult Acholi from using any tool, implement, or and elderly, only to regurgitate
resource of the land that he or she does not make or obtain personally. After a rite of passage into them as newborn babies on the
adulthood, no Acholi will accept a gift, or make use of anything not made or obtained by his or her banks of the rivers she calls
own hands. Thus, trade with the Acholi is impossible even if outsiders wished to dare the hazards home. It is not uncommon for
of Samu for such a purpose. The only thing the Acholi trade for is slaves (as sacrifices to keep the old and sick members of the
Aftoki at bay) but would-be traders have found that the tribesmen are happy to take them as slaves Acholi to throw themselves into
too and so tend to avoid dealings with the Acholi. Each person hunts and gathers food individually, the rivers smeared with blood
sharing it only with children who have not passed into adulthood. in the hope that the goddess
will grant them release and
The Aftoki are believed to be gods, and are greatly feared. The Acholi practice many forms of rebirth. “Children of Ngunda-
superstitious magic to protect themselves against the shaman-ghouls. They wear necklaces and belts Wae” found on riverbanks
made of the claws and teeth of animals they kill, one claw and one fang being removed from every are therefore welcomed into
kill made. These are blessed by their tribal shaman, and are supposed to protect the individual from the Acholi as if they were old
the power of the Aftoki as long as they are worn, or as long as no more potent taboo is broken. friends or family members.
There is no gender-based bias in Acholi society. Men and women are completely equal, and

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ATLANTIS: The Second Age
are each expected to live completely independent of all aid. Those strangers who adopt the Acholi
way of life, and who break none of the taboos, will be tolerated by the tribe, but an offense against
Acholi and the the taboos usually results in the sacrifice of the perpetrator to the Aftoki. It is common practice
Outsiders for such offenders to be bound, gagged, and left in the vicinity of an Aftoki hut. In fact, this is the
The Acholi have a very punishment for all crimes in Acholi society.
poor reputation outside of Physically, the Acholi are short and slender, averaging 1.6 meters and 55 kilograms. Their skin is
Samu as slavers and fiends. an olive brown, but is usually covered with grey mud (an effective deterrent against biting insects).
This is mostly due to the They wear only a strip of leather as a loincloth and adorn their stiff, straight, black hair with colorful
Aftoki. The Aftoki sometimes
bird feathers. Their weapons are crude, the most popular being a sharpened variety of throwing
make demands of Acholi,
ordering them to provide stick.
victims in exchange for the
Aftoki’s “protection”. Villages
that don’t provide the required
tribute find themselves losing Sheba
wives, husbands, sons, and (SHE-ba)
daughters to the Aftoki’s
endless appetites. For this
Sheba is the foremost power of the Turanian subcontinent, a nation of traders that has extended
reason, the Acholi sometimes its contacts from Gondwana and even Atlantis to the distant shores of Jambu. The region is located
stage raids into surrounding on the northeastern and eastern shores of the subcontinent, surrounded for the most part by water
regions to capture slaves. (the Sea of Baku and the Erythraean Sea).
The Shebans are a tall, black-skinned folk believed to be descended from the Nubians of
Gondwana. Most wear colorful, loose-fitting kaftans, sandals, and long flowing capes. Necklaces of
gold or silver are quite popular amongst the wealthy, though the lower classes can scarcely afford
such accoutrements.
Sheba is divided into two distinct regions, each further subdivided. All these divisions are purely
geographical, with the two primary areas of the realm being the mainland and the Sheban Islands.
The islands are of greater importance, while the mainland, with a somewhat bleaker climate, is
decidedly less interesting.
Most of the islands are set aside to hold estates where members of Sheba’s upper classes live.
They are mostly small and scattered, each with room for only a handful of estates.
A few are larger, and two are exceptional in size and importance. These two islands, Bathsheba
(bath-SHE-ba) and Raamah (RA-mah), support not only estates but also sizable cities.
On Bathsheba lies the city of Bersheba (ber-SHE-ba), the capital of the realm. Its location
The first battle I ever fought protects this most important city of the realm from the incursions of Turanian tribes of the mainland,
was in Samu. I remember shaking who have insufficient knowledge of seamanship to mount an expedition out to Bathsheba Island. A
very badly until my father put his fascinating place, the whole city seems like a bazaar, filled with shops displaying the finest products
hand on my shoulder to reassure imported from distant lands. Even Atlantean goods, imported via Tharshesh and Khemit are fairly
me. I am told the Aftoki and common in Bersheba’s fabulous markets. It is a beautiful city as well, with luxuriant parks and
their human slaves came at us tree-lined promenades. Most impressive of all is the queen’s palace, with its Atlantean columns,
in two waves, dragging demons fountains, pools, and gardens. The palace is filled with the fragrance of myrrh trees from far-off
with them to bolster their ranks. Punt. Rare plants and birds are common on the Palace grounds, giving it an exotic and almost
All I remember is a whirlwind of pastoral atmosphere.
chaos. When all was done I was
finally blooded and took many Bersheba’s Vril Pyramid
trophies that day. The Vril pyramid in Bersheba suffers from a miscalibration that causes a number of
minor effects. Firstly, the canal that surrounds the city, originally intended to be warmed
Donobey of Nubia
by Vril to serve as a public bath, boils every few hours. This has the effects of keeping
the city shrouded in steamy mist. In addition to this, the pyramid occasionally sends out a
pulse that causes all animals and insects to flee. This means that Bersheba is probably the
only rat-free city in the world. This also means that the keeping of animals on the island
of Bathsheba is pointless since they run into the sea and drown. The natives eat a lot of
poultry.

Other important and impressive buildings around Bersheba include the Library of Bersheba,
the College of All Sciences, the Sheban Astrological Observatory, the Temple of Ishtar, and the
Royal Museum; each lies outside the city proper surrounded by garden parks. The queen of Sheba
has complete control of the military, and is the ultimate authority in the realm. Through the
generations, the queens of Sheba have commonly delegated much of the actual management of
the nation to others. Her primary assistants in government are the princesses of Sheba (the title
is conferred upon every female member of the royal family). However, the queen can also select
other people of merit, whether male, female, royal, or common to function as vice-regal authorities.

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Ultimately all are answerable to the queen, functioning to relieve her from the tedious aspects of
maintaining a cohesive and powerful nation on a day-to-day basis.
The queen may take as many husbands as she desires, but her principle male companion holds
the position of chief advisor to the queen. As such, his powers are fewer than those accorded to the
Princesses, but he holds more rank than any of the other individuals granted vice regal-powers. The
position, like all grants of power in Sheba, is given entirely at the discretion of the queen; there need
be no chief advisor at all. The current queen has not appointed a chief advisor.
Male members of the royal families, including any of the queen’s consorts other than the chief
advisor, hold the title of prince. A prince has no official authority, but has the status of a high
citizen, and is thus accorded respect and privileges of various kinds. But though they have no Did you know they have a
official powers, males have been known from time to time to exercise considerable influence over cheese here that is infused with
the queen, or over various Princesses or other important leaders. Manipulation of Sheba’s female honey and soft enough to spread
rulers by ambitious males is not at all uncommon. on bread? It’s delicious!
Donobey of Nubia
The Queen
The current queen, Zerelle, is rumored to keep 75 husbands in a harem with at least
one representative from each of the known races. She is reported to be highly intelligent,
insatiable, and a breathtaking beauty. The queen has ruled for the past 87 years, taking
the throne from her mother when she was 24. Zerelle has barely aged a day since and
there are all manner of rumors about this, from baths in the blood of innocents to a yearly
expedition to a fountain of immortality to a previously unknown property of Bathsheba’s Vril
pyramid that allows her to drain the life-force from her subjects.
One concern for the future is the fact that Queen Zerelle has no clear successor — she
has no children and four distant cousins all have equal claim on the throne.

The people of Sheba are divided into four basic social classes. High citizens are people of wealth
and property, including the royal families. Common citizens are the bulk of the populace, while
low citizens are people without work or without a proper home. Slaves may be born into their class,
or slavery may be imposed as a sentence by queen-appointed criminal judges. Most slaves are slaves
for life, though indentured servitude for a set term of years is also possible. Life-slaves can be given
manumission by their owners or by direct decree from the queen.
Raamah is nearly half the size of Bathsheba and includes a major city. This is the seaport of
Aram (AR-am), a haven for Sheban trading vessels and an outpost for the realm’s army and navy.
It is small, but crowded, with numerous shops and taverns. There is a heavy flavor of magic and
intrigue throughout this seaport; where the military, merchants, citizens, and foreigners mingle and
meet in a confused hodgepodge of cultures and peoples. Only a quarter of the island of Raamah The Sheban Fleet
is set aside for the seaport and the military fortifications that protect it. The rest is reserved for the The Shebans grow wood
use of the high citizen class of Sheba, though most of the island is still wild and untraveled. Only a for their vessels on their island
handful of estates have been granted; the rest of Raamah is largely a wilderness, where bandits and estates; if there was ever
other unsavory types find refuge. There are also griffons and other dangerous animals in the central a change of climate here,
their shipbuilding economy
part of the island. Most important of these creatures is a nearly extinct species of lion that still
would be severely damaged.
roams the interior. Smaller than the familiar Veldt Lion, and with a golden-red tint to its fur and Unknown to most, the Shebans
mane, the Sheban Lion is a solitary creature. It is the official symbol of Sheba, depicted in art and maintain a small number of
architecture of all sorts. The queen of Sheba keeps trained Sheban Lions in her palace, and is always Golden Age Atlantean ships
accompanied by a brace of them anywhere she goes. They are also crucial to many of the rituals and with navigation equipment and
ceremonies held on festival days throughout the year. magically treated hulls. These
Mainland Sheba is less fertile than the islands. There are few estates here, and the land is mostly warships were found floating
given over to herders, hunters, and farmers. Most are of Sheba’s common class, though other classes and abandoned centuries
ago. The method of their
are represented to a lesser extent. Small settlements dot the coast, primarily inhabited by extended
finding has left them with the
family groups. They are not always permanently settled in a given place, for most mainlanders cling nickname “the ghost fleet” and
to the old semi-nomadic existence of herding and hunting. Their place in society is important, indeed, Sheba takes great
for they support the island populations and the cities and villages of Sheba. There are also larger, pains to hide their existence.
more permanent settlements, hamlets, and villages along the coast. These are primarily stop-overs
for trading vessels working along the coast. Many include naval detachments — a single ship with
sailors and marines — stationed for a long period in the same port. The two largest havens, Sabalah
(sa-BA-lah) and Kemul (ke-MUL), are mostly devoted to the trade fleets, with many shops and
taverns but a small resident population.
Inland along the rough terrain bordering the Great Desert of Turan are small military settlements
designed to defend Sheba from tribal raids out of the interior. These fortified outposts would be
of little value against a concerted attack, but the proverbial impatience and disunion of Turanian

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ATLANTIS: The Second Age
tribesmen makes such a cohesive effort out of the question. They draw the attention of raiders away
from the coastal regions, but are well enough defended to hold against the typical hit-and-run
attacks of the Turanian nomads.
Sheba owes its existence to the Atlanteans, who settled the region in the First Age. Many
Atlantean traditions were preserved after the fall of the Empire and these concepts shaped later
Sheban society. The descendents of Sheba’s Atlantean colonists were later overrun by Amazons from
Hesperia. From these conquerors, the Shebans came to embrace the concept of female domination
in society, which continued even after Hesperia withdrew to deal with local problems. Isolated after
the Amazons were gone, the Sheban people emerged with a unique hybrid culture, one that has
made them one of the world’s leading economic powers.
Sheban culture combines many interesting facets of its two great predecessors. From the
Atlanteans, they have borrowed architectural inspiration and a deep love for magic and the sciences
(the Shebans have six functional Vril circles and one Vril pyramid in Bathsheba). The Amazons
contributed the female-dominant social structure, the rigid authoritarianism of Hesperia’s Empire,
and coordinated mind-body superiority as an ideal to be achieved and maintained. But the Shebans
have replaced militarism with an Atlantean-derived quest for magical knowledge, and with the
desire to extend and dominate their trading empire. Sheban ideals are not those of either Atlantis
or Hesperia — they are purely Sheban interpretations of previous concepts.
The people of Sheba live to accumulate wealth. To this end, they have built their trading empire
until it now embraces the shores of the Sea of Baku, the Erythraean Sea, and the Red Sea. Their
ships ply these waters to the exclusion of virtually all other merchants, and travel far beyond, as well.
The resulting maritime trade empire has kept lines of communication open among all the major
nations of the hemisphere.
Within their sphere of influence, Sheba is the richest, and also the most powerful, of nations.
Their trade alliances have forged them a power base as effective in some ways as a true colonial
empire. Their trade partners, and particularly Kush, Joktan, Magan, Marhashi, Massawa, Meluhha,
Punt, and Khemit are pledged to support Sheba from outside aggression. This solidarity is the
basis for Sheba’s survival; the realm’s actual military resources are slim, and each other nation is
individually rather weak (there are those who would say that even the combined force of these allied
realms is of questionable value). For their part, the Shebans are content to entrust their survival to
their allies, their small but effective navy, a simple militia army, and mercenary soldiers hired with
Sheban gold.
Only the Turanian tribes (including those of the Wilderness of Zin) currently pose any threat
to Sheba, but despite an almost continuous state of war, the fragmented tribes have been easily
contained by militia and mercenaries along the frontier. Border skirmishes, raids, and retaliations
have been frequent, though generally inconsequential. Hence, the Shebans see no real need to
mobilize any full-scale attack against Turan. The high citizens, safe on their island fortresses, feel
quite secure.
Sheban trader-captains bring more than material goods across the eastern oceans. They spread
new ideas and information, linking far-off lands and cultures and promoting an end to isolation
and fear. Though their contacts with nations other than Sheba’s routine trade partners are irregular,
their very existence has helped bring about change and growth in many remote regions.
There are several families in Sheba who own and operate major trade companies, including
the queen herself, who controls the largest mercantile concern of all. These great trading houses
are made up of high citizens; content to sit back and reap the profits of their companies, spending
what they earn on enlarging their companies, their estates, and their personal possessions. Common
Citizens of Sheba manage, captain, and crew the ships and warehouses of these large companies.
There are many small trading establishments as well, some consisting of no more than a single
ship. These independent traders seek out profitable ports and routes not already dominated by
larger companies, serving to spread Sheban culture even further afield.
The merchant network trades less in Sheban products than in goods exchanged among distant
nations. Tin is Sheba’s only abundant natural resource, mined around Kemul. The metal is carried
on some merchant ships, but more often cargos consist strictly of rare products from all over the
hemisphere, from distant lands most realms wouldn’t even know of if not for Sheban traders. This
is the real importance of Sheba: not natural resources, but trade, the spread of news and ideas, and
the linking of far-flung realms.
Sheba’s shipbuilders are among the most knowledgeable in the world, and are fine craftsmen.
Their trade ships are based on an old Atlantean design; large-hulled for carrying large cargos, and
extremely seaworthy and deadly. Ships are built and repaired at Bersheba and Aram, with additional

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GEOGRAPHICA
repair facilities at Sabalah and Kemul.
The trade empire of Sheba maintains links with the other major trading power of the world today,
Tharshesh. One point of contact is distant Marhashi, in southern Gondwana, the southernmost
realm of both trading realms’ regular trade voyages. But it is the powerful nation of Khemit that
serves as the main point of contact between the two trading empires. A narrow land bridge and
canal controlled by Khemit divides the Red Sea from the Turan; caravans and ships transport goods
between ports on each sea, allowing the Shebans in the Red Sea to exchange goods (to the profit
of Khemit). Had Khemit not risen to its present strength fairly quickly, either Sheba or Tharshesh
would probably have seized the region long ago. Both covet the isthmus, but neither is willing to
imperil their trade link by alienating Khemit.

Religion in Sheba
A powerful death cult with fiercely necromantic overtones once flourished in Sheba. The cult
had a large following that formerly included several queens from past eras. One of these queens Madaan and the
allotted the northern half of the island of Bathsheba to the cult for the construction of barrows Ifrit
(burial mounds). Within these barrows, the newly dead were transformed into undead beings. These The Turanians dug their
vile creatures guarded their earthly possessions within the mound, and served the high necromancer burial chambers deep into
the rock face at Madaan…
and the patron deity, Ba’al, as powerful slave-followers. The greatest lures of this ancient cult were
too deep. The Turanians
said to be the promise of undead immortality, and certain decadent, self-gratifying rituals (similar uncovered a horde of mirror-
to those observed by the Cults of Ba’al and the Gorgons). Outlawed long ago, the cult holds no like glass jars deep in the earth
influence in modern Sheba, though some claim that it still has a few followers in certain isolated here and used these beautiful
regions. The northern part of Bathsheba is full of barrows (now sealed and kept under guard), the objects to inter their lords. The
last visible remnants of this once-powerful cult. jars were Jinn prisons, where
Most of the current population of Sheba now worships the goddess Ishtar. A cult of pleasure the prehistoric Jinn placed
and sensuality, this religion has been gaining converts steadily over the past century. those regarded as too insane
and dangerous to be allowed to
Though many minor gods have significant cults of their own, none is particularly strong.
walk the earth. The Jinn named
Astrology and Sorcery are the two fields most commonly associated with Sheba, with many these prisoners “Ifrit” (IH-freet).
adherents. Both have been declining somewhat of late, but they are still associated, in the minds of Opening the jars broke the
most foreigners at least, with the Sheban realm. prison seals, but it wasn’t until
the Cataclysm that sufficient
Vril energy coursed through the
area to awaken the Ifrit within.
Turan The Vril surge locked the Ifrit
(tur-AN) into forms of ash and fire, but
this didn’t stop them from rising
The name “Turan” is derived from an ancient, now-dead, language. Its closest translation is up and wreaking havoc on the
“endless desert.” The term has long been applied to the Great Desert of Turan and today, Turan is surrounding lands.
the name given specifically to that desert region not claimed by any of the surrounding nations. A group of Turanian
Turan is a desolate land of dry sand and harsh temperatures, and those who can survive in the deep sorcerers and holy men
desert are hardy people indeed. managed to trap the Ifrit in
their prisons and buried them
The Turanians are slim, dark-skinned, and black-haired humans related to the neighboring
once again in secret locations
peoples of Zin. They differ considerably from the Sheban and Joktani peoples, who have Atlantean throughout Turan. The greatest
and Hesperian blood not common to the Turanian people. These desert nomads usually wear tragedy of the Amazon invasion
turbans and loose, layered clothing. They are adept in handling camels and traveling the deserts was the deaths of so many
between oases with small flocks, pitching brightly colored tents every few days before moving on. Turanian sorcerers and the
The Turanians are an aggressive, independent, hot-tempered people, who generally resent resulting loss of knowledge
outsiders and attack them on the slightest provocation. Joktan, Sheba, Khemit, and the tribes of Zin surrounding the Ifrit. The Ifrit
all feel the explosive violence of the Turanian nomads at frequent intervals, though the Turanians have slipped into legend and it
fight among themselves almost as much as they do with their enemies. It sometimes seems that is only a matter of time before
they are set free again by some
Turanian tempers flare in direct proportion to the number of people gathered in one spot, and thus
hapless soul. Who knows,
there has never been much success in uniting the various bands for a common purpose. Scholars perhaps some of them are
have speculated that the Turanian nomads, if ever united by some overriding cause — such as a free already, having learned
fanatic warrior faith — would be virtually unstoppable. subtlety during their second
There are scores of individual nomad bands, each led by a chieftain or sheik. The bands wander imprisonment; the Jinn are
where they will, on rare occasions joining together for some exploit requiring common effort, but nothing if not adaptable.
later falling out and quarrelling or splitting apart. There are many long-standing feuds among these
bands, some pursued with a single-minded ruthlessness that might seem appalling to outsiders.
The nomad bands acknowledge higher authority only grudgingly, but each band does belong
to one of the Seven Tribes of Turan. These tribes are traditional groupings, supposedly descended
from seven great Founders who originated the Turanian nation. Each tribe is led by a caliph, who is

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ATLANTIS: The Second Age
acknowledged as the direct descendent of the tribe’s Founder. The caliphs are considered to possess
exceptional wisdom and prestige, and are often consulted to settle problems within the tribe —
but always on a voluntary basis; no Turanian nomad would readily accept authority imposed from
above, and caliphs have been killed for attempting such a thing many times through Turan’s volatile
history.
The caliphs are in turn ruled over by the sultan, the hereditary monarch of Turan. He is said
to have descended from a great Turanian hero who brought together the Seven Tribes to resist the
Women of the West (probably Hesperia’s Amazons) — the only time, even in legend, that the tribes
are mentioned as cooperating. The sultan is always the eldest surviving male in direct line of descent
from the First Sultan.
The sultan dwells in the city of Ispahan (is-pa-HAHN), which is located in a large oasis deep
Shadows of the in the heart of the Turanian desert. Ispahan contains only a handful of permanent buildings,
Past most importantly the massive stone palace, with its soaring, minaret-capped towers. The palace is
Deep in the Turan Desert
surrounded by a sea of tent buildings set amidst the date palms and water pools of the oasis. It is
can be found the sand-choked
ruins of cyclopean cities. The
said that the First Sultan summoned several elementals to construct the palace at Ispahan to serve
Turanians consider these as a constant reminder of the victory of the tribes over those who sought to enslave them. Actually,
places to be haunted and go to Hesperian records leave the impression that Turan was conquered, but proved too hard to hold on
extraordinary lengths to avoid to because of the harsh climate and barren terrain.
them. They are not wrong. Within the palace walls are said to be vast stores of treasure, accumulated over the generations
Wandering the city streets by by many former sultans. Traditionally, a seventh part of all goods acquired by the tribes from their
day one might find no cause raids must be given to the sultan, and the sultan also imposes a tax on tribes that seek his aid. As
for alarm but once night falls, the caliphs deal with disputes within the tribe, the sultan is often consulted in matters affecting two
things skitter in the shadows
or more tribes.
and a malevolent wind carries
the stench of timeless rot. The sultan or one of his trusted wazirs (advisors) grants public audience once each day, to
Ancient things that may once decide on cases brought before him. Judgments submitted to him on the first six days of the week
have lived stir in the depths and are pronounced on the seventh day. All judgments are final, and it is deemed unwise to waste the
fix their will on calling hapless sultan’s time with trivial problems.
mortals into their existence- Both the sultan and the wazirs are expected to treat caliphs and sheiks as equals, not as subjects,
rending presence. and are supposed to be completely unbiased in their judgments. Should a decision meet with the
The wise heed the advice
disapproval of six of the seven caliphs, they can overturn it. This is the only way to appeal an edict
of the natives; the foolish are
never heard from again.
of the sultan. From time to time, disgruntled tribesmen have murdered sultans or wazirs who
pronounced judgments against them, but usually the prestige attached to the hereditary monarch
protects the sultan from such attempts. Caliphs and sultans have done much to temper the fury of
some of the sheik feuds through the judgments they hand down.
Each tribe has a territory over which its bands range, though some bands cross the territorial
boundaries from time to time. These territories are Tamayah (ta-ma-YAH), Jabal (ja-BAL), Sasan
(SA-san), Ibrah (IB-rah), Suti (SU-tee), Arawan (a-RA-wan), and Shamar (sha-MAR). In addition,
the territory around Ispahan, Arabea (a-RAY-be-a), is considered to belong to all tribes equally and
is treated as a separate area of Turan. The tribes are named for the particular territory that they
occupy.
Though by and large a nomadic people, the Turanians do have a few semi-permanent
settlements, which dot the desert oases and serve as places where tribes can meet and trade. Ispahan
is the largest, and the only one with permanent stone buildings. In addition to the Sultan’s Palace,
Ispahan boasts the Public Bath and the Temple of Eloah; all three are splendidly furnished and have
gilded ornaments on the walls and minarets.
Other settlements consist of small encampments, permanent in the sense that there are always
people there; but with a constant population turnover as some Turanians drift away, to be replaced
by others. Here Turanians fresh from raids turn over plundered properties, slaves, and other
possessions. There are also regular caravans bringing goods from further away. Slave merchants are
common, selling foreign captives to the highest bidder in feverish, chaotic auctions. The Turanians
take great pride in the ownership of foreign slaves, and are always eager to acquire such symbols of
superiority and wealth.
The oasis villages include Madaan (ma-DA-an), Sabaan (sa-BA-an), Tamaan (ta-MA-an), Salaan
(sa-LA-an) and Nebetaan (ne-be-TA-an). The tents that make up these villages come in all sizes and
shapes, always brightly colored with family patterns and designs.
At Madaan lies the sacred burial place of all Turanian sultans, caliphs, and great heroes, carved
out of solid rock in an impressive cliff face. Golden statues and ornaments are found throughout
the tomb chambers and passages. When a respected leader or hero dies, the pilgrimage to the
burial chambers follows immediately after a funeral ceremony in which the body is burnt and the

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GEOGRAPHICA
ashes collected in a golden burial urn. Ordinary tribesmen are not interred in urns; their ashes are
scattered over the sands they roamed in life.
The people of Turan are proud, powerful warriors. They are skilled in the handling of horses
and camels. Like the Scythians, the Turanians are awesome fighters and extremely warlike, but
the Turanians are somewhat more civilized (there is no blood-drinking, scalping, or skinning of
enemies in Turanian conflicts, nor are their funeral traditions so murderous). They pose a constant
threat to caravans passing in proximity of their territories.
The Turanians believe that they gain merit in the afterlife by killing enemies and taking the
possessions of those they slay — especially women, children, livestock, and prized personal objects.
Women and children of the slain become part of the victor’s family. Blood ties, however, lead to
feuds, and he who slays another Turanian may expect vengeance from the dead man’s kin. No
Turanian nomad will refuse a fight, and indeed they are always eager for such encounters. Their
military organization, however, is poor, being limited to small groups of 20 to 200 warriors in all
but the most exceptional circumstances.
The nomads almost always fight mounted, riding camels or horses into combat. They are superb
mounted archers, but are not noted for being able to coordinate their attacks. The battle lust tends
to make them hard to control; some may spur straight into battle, while others might stop in the
midst of a fight to despoil the bodies of the slain, or to loot an enemy camp. Though they will
sometimes hire out as inexpensive mercenaries when a good fight is in the offing, they are not
greatly sought after by other nations, and generally are used only when nothing better is available.
Although bloodthirsty and quarrelsome, Turanian nomads are completely trustworthy once
they have sworn an oath. Oaths are sacred, and not given lightly. Once given, they are honored
until death or fulfillment releases the oath taker from his obligations. In the absence of an oath, no
treachery is out of the question, if a nomad thinks he might gain from it.
Nomad society is very simply organized. At the top of the social scale is the royal class, which
consists of sultans, caliphs, and sheiks and their families, plus a few exceptional warriors given this
honor by decree of the sultan. Ranking within the class is according to these same divisions —
sultans, caliphs, sheiks, and heroes.
All other Turanian males are part of the warrior class, except for those who enter the elitist
religious community of Turan. The class has no true division, but prestige is based on the number
of enemies slain in battle. In addition to being warriors, the nomads are also herdsmen, merchants,
and the like — basically, every member of the band must be skilled in every other important job
necessary for individual and group survival.
Next lowest in Turanian society are all women, with the exception of those females born
members of a royal family. Royal females are still of less importance than their male relatives,
though a few gain some influence by learning magic. By and large, though, women are considered
to be decidedly inferior, and are expected to be completely subservient to men. Males may keep
as many wives as they can provide for, and those of the royal class often keep a host of concubines
in a large harem. Women not born to royal families rarely receive education beyond the absolute
essentials of cooking, cleaning, and serving, though now and then an exceptional man will see to it
that his wives are educated.
At the bottom of the social structure are slaves, foreign captives acquired in raids or purchased
from caravan slave-traders. Most slaves are treated very harshly, and are often brutally punished for
the most trivial offenses.
There are two other groupings that have more recently emerged as distinct separate social
classes, though they are somewhat less formally structured: scholars and priests. Turanian scholars
are a rare breed, usually serving as wazirs to the sultan or a caliph. Scholars in the service of the
sultan or caliphs are accorded respect nearly equal to that given to their masters. Those who have no
royal employer are treated as if they were warriors of many kills. Wizards of all types are considered
to be scholars in Turan, as are individuals who (by superior knowledge or skill) gain an exceptional
reputation for wisdom or arcane powers.
Finally, the priests of Turan stand separate and apart from all other classes. The religion of
the nomads is a cult of desert gods, with Eloah dominant. All priests are males; these clerics carry
the title of Mufti (MOOF-tee), and are given the same respect as sheiks. Those who seek their
intercession with Eloah and the other Old Gods must grant offerings to the Mufti in proportion
to the benefits they seek. Many become very rich from such offerings, and enjoy both respect and
a great deal of power among the individual bands. There is little higher religious organization,
however, for as in all other things, the Turanians do not believe in a complicated hierarchy of
distant, isolated superiors.

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ATLANTIS: The Second Age
The Necropolises
Yalak
Three cities are all The peninsula of Yalak is surrounded on three sides by the sea. It is a rugged land, less arid than
that remain of the great other regions of Turan, dotted with volcanoes and broken by mountain ranges and other natural
Atlantean utopia, but there obstacles. Despite the harsh terrain, the region is blessed with a warm temperate climate. The region
were originally five other supports few inhabitants, save for the reclusive humans known as the Yalaku (ya-la-KU).
cities in the region. Two were The Yalaku are brown-skinned and black-haired, slender in build, and of average height. They
destroyed by volcanic/tectonic wear simple robes, brown or green being the favored colors. Little is known about the Yalaku,
activity, while the remaining because they avoid contact with outsiders as much as possible. Surrounded by fierce tribes bent on
three were devoured from
domination, most Yalaku have turned their backs on the outside world, and have very little interest
within by inbreeding, plague,
and necromancy. These in dealing with outsiders on any level.
dark Necropolises still exist, Among themselves the Yalaku are friendly and open, much interested in artistic pursuits such
controlled by dread powers, as music, painting, storytelling, and philosophy. Entirely self-sufficient, they have no need to trade
and crawling with the restless with others. Some lower-class Yalaku are willing to trade opium and hashish (both common in
dead. Yalak) for iron, bronze, gold, and silver. Traders from Tharshesh have a monopoly on this trade,
and find the Yalaku narcotics very much in demand in their distant markets. But even this trade
is very limited, dependent strictly upon the whim of those Yalaku who choose to acknowledge the
existence of the outside world.
The Honored Dead
Yalaku consider their dead
According to legend, Yalak began as a refuge for a band of discontented Atlantean scholars near
to be part of their family and the end of the Golden Age. These, the First Sages, sought to put into practice in Yalak their views of
after a “sky burial”, where the an ideal society, a place where the pursuit of knowledge and culture would be paramount, and never
remains of a dead loved one again subject to the vagaries of economics and politics. They brought knowledge of agriculture,
are left on a rooftop to be eaten animal husbandry, arts and sciences, philosophy, and metalworking to Yalak, and convinced a
by scavengers, the bones are number of barbaric nomads to become the citizens of their ideal state. As their realm began to
placed in a basket and interred develop, a new culture emerged and became increasingly estranged from the rest of the world.
inside the walls or floors of The First Sages seem not to have foreseen that these isolated Yalaku settlements would stagnate
the family home. Those of the
in many areas as a result of their lack of contact with other cultures.
sage class have their skulls
removed, decorated with gems Indeed, knowledge of the outside world has practically vanished amongst the Yalaku, with
and other valuable materials, ancient stories and ignorant speculation now dominating their beliefs. Travelers’ tales and epic
and placed together with other poems and songs are the basis for much of this “knowledge,” leaving the Yalaku convinced that the
sages in special houses where outside world is populated strictly by demons, fantastic creatures, and savage barbarians. When
living sages can go to meditate exposed to the arts, sciences, or accomplishments of other cultures, they tend to dismiss these as
and receive information from being of no value, especially if they are at odds with Yalaku tradition or belief.
the dead.
So total is their retreat from the world that the Yalaku now live in large, enclosed, “gateless
cities”. Constructed of mud-brick, stone, and wood, these sprawling “beehive settlements” are
great, single structures that house an entire community, with all the dwellings and other buildings
interconnected. They have no streets, and the only way in or out is through rooftop hatchways and
ladders that can then be lowered to the ground. The walls are high and broad, defying all entrance
Undercities by would-be attackers; light is let in by small windows and skylights high on the walls or on the
In Yalaku cities, new roofs themselves. Thus far, neither the Tribes of Zin nor any of the occasional roving Scythian bands
houses are built upon the ruins have ever made a serious effort to attack Yalaku settlements.
of the old. This successive
There are, in all, three settlements in Yalak: Huyuk (HU-yok), Kaymakl (kay-ma-KEL), and
layering of buildings over
hundreds of years has
Xanthus (ZAN-thoos). Farmers and herders tend crops and animals on the plains surrounding
resulted in massive mounds each settlement, but only rarely venture further afield. Indeed, the whole social structure of Yalak
of rubble and partially intact is built around a basic principle that equates social standing with the amount of time spent within
structures under the Yalaku the settlements. Those who need never venture beyond the protection of the walls are at the top of
cities. Entrances to these ruins the social scale, and the more time someone must spend outside, the lower the position accorded
are sealed but occasionally to that individual.
something breaks through Yalaku society is divided into many social classes. Of these, the sages are by far the most powerful
from underneath. Rumor has it
and respected, and serve as the keepers of Yalaku’s traditional beliefs. Each settlement is governed
that the three cities are linked
by an underground canal built
by a council of sages, presided over by the oldest of their number (known as the council elder).
by the first Atlantean sages; if The primary concern of each of the councils is to maintain the sanctity of the Yalaku culture. Once
this is true it would explain the each year (or as circumstances dictate) the council elders will call a high council, where matters
excellent clean water available concerning the Yalaku people as a whole may be discussed.
to the cities and would also The other classes, in order of importance, are the citizens (craftsmen, laborers, etc.), farmers,
raise the question if the three herders, hunters, and outcasts. Only herders and hunters are permitted to venture any distance
living cities are also connected from the settlement. Hunters are also responsible for gathering raw materials such as obsidian and
to the dead cities. timber. Those Yalaku who, in word or deed, have failed to adhere to the traditional beliefs, are
branded as outcasts. As punishment for their crimes, outcasts are forbidden to enter the settlements,
and most fend for themselves in the outside world. They are considered insane by the Yalaku, and

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GEOGRAPHICA
are avoided at all costs. Conversely, outcasts are the most commonly encountered Yalaku where
foreigners are concerned, and dominate the trade in hashish and opium.
Conspicuous by their absence are any sort of warriors. The philosophy of the Yalaku is to retreat
within the safety of the community in the face of danger and attack with ranged weapons from the
walls. They have some weapons adapted for indoor fighting, but these are hardly ever handled even Lost Lore
in practice. Theoretically, everyone would play an equal share in the defense of a settlement, though The original sages brought
hunters, with the most experience in handling ranged weapons and dealing with crises, would form with them much lore from
Atlantis, including works
the core of any city fighting that might occur.
explaining Vril technology and
Within the community, everything is shared equally, even to the point of group marriages. other knowledge now lost to
These marriages are completely open; no one is bound for life to any mate or set of mates, and the world. These works were
there is no set number or proportion of members to any of these informal groups. Essentially, each too complex for later sages
settlement is one great family, with periodic rearrangements in the groupings of mates. The children to understand and in their
are raised in a communal fashion without fathers or mothers, but with a host of uncles, aunts, frustration they declared them
brothers, and sisters. The Yalaku are skilled in crafting flint, obsidian, horn, bone, copper, lead, to be heretical lies. These “evil”
and leather. Their work in these mediums is generally excellent, and is especially coveted by traders. tomes were scattered and
locked away in the most secret
Similarly, their mastery of the arts and sciences is impressive, though they know virtually nothing
levels of the fortress-cities and
of any area outside of their own narrowly defined fields. promptly forgotten about by the
Yalaku religion is an amalgamation of the Old Atlantean religion and the cults of the barbarous larger population. Recovering
tribes that joined the First Sages. Primarily, it is a clerical cult of Atlas, personified by the largest and distributing this knowledge
of Yalaku’s volcanoes, Mount Attala (at-TA-la) in the Tauru (ta-U-ru) Mountains. The Yalaku could spark a second Golden
see themselves as the new chosen people of Atlas, a superior race of mankind. The fierce tribes Age, if one were able to find it.
that border on Yalak sometimes raid the land, but have long since learned that the communities
themselves are practically impervious to attack. They content themselves with killing, enslaving,
or harassing Yalaku outcasts, burning or carrying off crops, and ravaging the countryside before
moving on. Once the raids are over, the lower-class Yalaku go outside to set things in order once
more.

The Burning Pit


The Wilderness Of Zin In the center of the Zin plains
lies a vast dark hole which the
Actually an extension of Turan proper, the Wilderness of Zin is not so much a separate political
locals call the “Burning Pit”.
entity as it is a region where terrain and climate are slightly different from that of Turan’s Great
The pit is over 300 meters wide
Desert. The Wilderness supports a larger number of people than does the rest of Turan, and has and vanishes down into the
several reasonably fertile areas where settlements have sprung up. Within the land are many small darkness. Occasional clouds
tribes of nomad herders, a sprinkling of settled villages, and many strange and magical beasts and of poisonous gas make their
monsters. way from the pit, mutating
The Tribes of Zin are all related peoples, but few are friendly to each other or outsiders. Most are everything they touch into
constantly engaged in feuds with rival tribes. The natives are swarthy of complexion, dark-haired, strange, alien forms. The pit
and of average height and build. The men are nearly always bearded, and carry long, curved daggers appears to be manmade and
has a rough stairs carved
of excellent quality. Turbans, cloaks, and other apparel best suited for the desert are most popular.
into its side. The steps have
Tauran Andamen are common here and, while they tend to live apart from the tribes, are strange writing on them that
generally made welcome whenever they cross paths with the humans. Jinn are regarded with a wary no tribesman has been able to
eye and Atlanteans are regarded as demons to be slain with little or no provocation. read.
All the Tribes of Zin are rather primitive, having little or no knowledge of metal-working.
They do make use of metal implements obtained from Tharshesh and Sheba, but they generally
cannot repair or create metal objects of any kind. They are skilled in stonecraft, and have mastered
other simple crafts and skills, as well. The settlement tribes, for instance, create fine pottery, and
have learned to work with the sun-dried brick to construct small buildings of basic design. All the
settlements have developed incipient agricultural techniques. Though farming provides much of
their diet, they are still far from proficient in this area.
The nomads, on the other hand, have concentrated on the development of weaving, animal
husbandry, and basket-making. All these are highly advanced skills among the nomads, and
their baskets and cloth are in some demand in foreign lands. Traders from Sheba and Tharshesh
sometimes visit Zin in search of these products, despite the hazards of the region.
The Zin are a superstitious people, inclined to view magic as sacred, and hence as the power
of the Olódùmarè. Tribal magicians usually function as priests and wise men, and a magician of
sufficient power could conceivably live as a “little god” among the Zin. Likewise, great warrior-
heroes are idolized by the Zin, but only if they are born to, or adopted by, the tribe in question. This
illustrates the one constant fact about the Tribes of Zin and Turan: none can agree on anything but

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ATLANTIS: The Second Age
the fact that they are never in agreement.

The Tribes of Zin


The nomadic tribes of Zin include Anshar (AHN-shar), Ashkenaz (AH-shken-AHZ, Elishah
(ee-LIE-sha), Danan (DAN-ahn), Javan (JAH-van), Japheth (JAY-feth), Kittim (KIT-tim), Madai
(MAH-da-ee), Magog (may-GOG), Meshech (may-SHEX), Riphath (riff-AHTH), Shagar (shay-
GAR), Tiras (TIH-ras), Togarmah (TOH-gar-mah), and Tubal (TOO-ball). None of these tribes
The word “Zin” and the lands is very large (200 to 800 individuals is the norm), and increase in numbers slowly due to fights,
associated with it make my heart raids, and feuds.
heavy. I jokingly promised Rogo I All the tribes are herdsmen first and foremost. Hunting, gathering, and raiding against or
would bury him in his homeland trading with the settlement communities supplement the cattle and goats that are the core of the
before the Battle of Widows tribal economy. For the most part, the tribes are virtually identical, save for minor differences of
Lament near the Black Forest. It religion or size. A few individual tribes of special note are discussed below; those not mentioned can
was the last time we would ever be assumed to have little in the way of unusual features about them.
laugh together. What was left The Tribe of Elishah is led by a mystic who preaches peace and non-violence. It is the most
of his body I had frozen with peaceful of the tribes, and will never start a feud. It deals with foreigners more freely than most,
magics, and made my way to though the people remain wary. The Elishah are said to hold a box that contains the most powerful
this bleak land. For twenty days item in the world. The holy box acts as a portable Vril circle and is heavily guarded by the priesthood.
I rode, until I found his tribe, the Inside the box is said to be the head of Olódùmarè, who speaks great wisdom and knowledge to
Dananites, and gave his body the faithful.
over to his two younger brothers. The Tribe of Shagar consists of shamanistic wise men. No other form of magic is respected save
His real name was given to me Witchcraft. The tribe is the keeper of all knowledge and records of the people of Zin. They carry
along with all his belongings. their scrolls in a large caravan pulled by six gigantic oxen. Those who wish to obtain knowledge or
I will never know him by that teaching must find this tribe to do so. The Shagar are friendly to Sheban merchants, doing frequent
name, and will always remember business with them.
Rogo as the only man I ever truly The Tribe of Magog is a fanatical, shamanistic society which worships a nameless black god.
loved. This outcast tribe is feared and reviled throughout the lands of Zin and are never welcome in the
Donobey of Nubia surrounding countries. Blood sacrifices and ritual cannibalism are central to this worship.
The Dananites are led by a warrior-hero who has ambitions of conquering Yalak. The tribe is
even more prone to fight any who cross its path than is usually true of these nomad tribes. They
occasionally trade with merchants from Tharshesh for metal weapons, offering opium and slaves in
exchange for iron broadswords, spears, and helmets,
The Tribe of Tubal is warlike, seeking to expand and dominate its neighbors. To this end, they
seek metal weapons and implements, and, even more, they seek the secrets of metalworking. It is
said that they would sell their own chief into slavery for a chance to learn these secrets. The tribe is
poor, and, though it trades with Tharshesh for iron weapons and utensils, it generally receives very
little of what it wants.

Olódùmarè and The Zin and the First City


the Little Gods The Zin believe that they all came from a place called the “First City” and that they were
The tribes of Zin consider exiled from the city (known as Araboth (air-AH-bohth)) for some great, unspecified sin and
Olódùmarè as the only true doomed to wander the Earth until they could locate it once again.
god and place all other deities According to Zin legends, Araboth is in constant motion, carried on the backs of four
below him. In fact, most gods giant bulls with the faces of men. The monsters that plague their land are believed to erupt
are regarded in the same way from the feces of the giant bulls. With that in mind, warriors often seek out the lairs of these
as magicians: a being to be monsters in the hope of gaining clues to the whereabouts of Araboth.
revered but only because of
their closeness to Olódùmarè.
Magicians who try to “push”
their godhood find themselves
buried alive as demons. Priests
who try to force their faith on
others suffer a similar fate. The Nameless Wanderer
A wizened old man wanders the lonely trails of Zin. This old man has no name and
uses potent magic to punish or reward the actions of those he meets along his travels.
Some say that this withered ancient is the one who committed the sin that caused the
exile of the Zin; others say that he is Olódùmarè in disguise, rewarding the faithful and
punishing the wicked.

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GEOGRAPHICA

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ATLANTIS: The Second Age
Eastern Gondwana Western Gondwana South Gondwana
Kush, Nubia, Massawa, and Samu Awalawa, Ophir, Pemba Okala, magan, Mahashi, and Punt
Male Female Male Female Male Female
Chiumbo Akinyi Anan Abena Andile Dikeledi
Desta Asha Awotwi Akosua Boipelo Dumisani
Faraji Awiti Baako Akua Boitumelo Hlengiwe
Gwandoya Babirye Berko Ama Bongani Kagiso
Imamu Chausiku Dubaku Awotwi Chaka Lesedi
Jelani Desta Enu Baako Dumisani Lindiwe
Jengo Eshe Kobina Dubaku Itumeleng Masego
Kato Furaha Kofi Efua Katlego Mbali
Khamisi Imani Kojo Ekua Kgosi Nosipho
Kirabo Kamaria Kwabena Esi Refilwe Ntombi
Masamba Makena Kwadwo Kunto Tau Sethunya
Mosi Mirembe Kwaku Kwinta Thabo Sithembile
Otieno Nakato Kwame Lukwua Themba Themba
Sefu Nia Kwasi Matari Thulani Thulile
Simba Nyah Kweku Nsia Xolani Zola
Tafari Sauda Kwesi Nsonowa
Tendaji Subira Nkruma Pokili
Wekesa Zuri Nsia Thema
Zuberi Nsonowa Yaa Northern Gondwana

Yaw Zanxoa Dar, Dabba, Gorgos


Male Female
Northern Gondwana Akuchi Adaeze
Khemi Amadi Adannaya
Male Female Azubuike Amara
Ahmose Bastet Chibueze Añuli
Amenemhet Berner-Ib Chibuzo Chiamaka
Anapa Gequit Chidike Chika
Asari Heqt Chiemeka Chikelu
Aten Het-Heru Chike Chizoba
Djehuti Iset Chima Chukwu
Djehutimose Katsiu Chinwendu Ebele
Heru Nayahau Ekene Funanya
Iah Nefertari Ekwueme Ndidi
Imhotep Neith Ikenna Nkechi
Menes Nephthys Ngozi Nkiru
Ptah Nit Nkemdilim Obaya
Ramessu Sbeqt Nnamdi Onyeka
Seti Tuaitthesit Nneka Pnami
Sutekh Uakht Obi Risha
Thutmose Udo Vanna
Yamanu Uzochi Uzoma

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GEOGRAPHICA
Turan Subcontinent Turan Subcontinent
Zin, Yalak, Turan, and Joktan Shaba
Male Female Male Female
Achiel Achava Abd-Al-Aziz Aliyyah
Baram Barbara Abdullah Amira
Chananel Celine Dawud Basira
Daniel Dafna Farid Fatimah
Efraim Edna Gafar Ghada
Gavriel Galina Hakeem Jameela
Idan Ilanit Ilham Khatijah
Machol Karin Iskandar Latifah
Nadav Magal Kamal Malika
Paltiel Naama Mostafa Nasim
Raday Rachel Nizar Nasira
Sahar Sa-El Omar Rashida
Tahel Tali Riad Shakira
Uzziel Uma Sharif Suraya
Yaakov Vered Talib Thana
Usama Uzma
Yushua Wahida
Zulfaqar Yasmin

Gondwana

Location Adventure Seeds


1. The City of Silken Tears seized by a local tribe who haul it from place to place by tethering
Somewhere deep in central Awalawa rests the City of Silken it to a huge team made up of horses, elephants, and slaves. The
Tears. Once the Lemurian citadel-city of Caerostris, it was Broken City’s inhabitants trade with those they come across, but its
abandoned after the Great Plague and has since become the abode rulers live high in the towers above the plains and dream of future
of spiders of prodigious size and ferocity. The spiders frequently raid conquests.
villages on the edges of the jungle and drag back captives, books, and
orichalcum to the lost city. 4. Esperon Isle – The Island of Beckoning Palms
At dawn and dusk, beautiful women clad only in palm leaves
2. The City of Glass beckon to any sailors who venture near this island. The corpses of
The City of Glass sits at the foot of the mountains in northern those who dare to land upon the island’s shores are often found
Turan. Blasted and destroyed, allegedly by a dragon, no one now floating at sea, completely drained of all bodily fluids. While the sun
speaks the name of this place, calling it only the City of Glass. The is the sky, the island seems uninhabited. Sunken wrecks lie in the
desert sands around the city have all been blasted into crystalline depths near the island, mute testament to the dangers of those who
glass but it is thought that some of the city’s stone buildings and heed the sirens’ calls.
basements may have survived. None of the Turani willingly venture
close to the city, however, believing it to be cursed by the gods. The 5. The Blood Golem
city’s old inhabitants, scions, and descendants have scattered to A gigantic golem rests here, buried up to its chest in the rock
the corners of the Earth fearing the wrath of the dragon and some and soil. Vines cover its arms, binding it to the ground. If its face is
cryptic pronouncement it made before destroying the city. smeared with fresh blood, the golem awakens and is able to answer
several questions about ancient history in the Saurian tongue before
3. The Broken City of Ankat it falls silent once more.
An Atlantean First Age sky-city travels this area, though it can no
longer fly higher than 10 meters off the ground. The city has been 6. The Face of Dar’Kath

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ATLANTIS: The Second Age
The Face of Dar’Kath is a massive volcano in central Gondwana. life upon any who bath in them. The women who guard the pool are
Part of the cone has eroded away leaving what looks like a twisted said to be stunningly beautiful as well as cannibals.
visage. At night this face is lit up by the lava from inside the volcano.
The local tribes say that the face changes expressions over time and13. The Den of the Snake Women
believe that some demon or godling is trapped within the mountain. A Gorgos pirate village where any and everything can be had
A local tribe has taken to worshipping the creature, flinging objects
for a price is actually a fleet of dilapidated boats and rafts lashed
and sometimes people into the volcano as offerings. together that floats up and down the Khemit coast selling forbidden
wears to those with gold or plunder. The ruling council of the flotilla
7. The Singing Plain is a group of Set-worshiping Gorgons who send a portion of their
Hundreds of 20 meter tall columns rise out of this otherwise plunder into the seas as offerings to their dark and consuming god.
unremarkable plain. The columns are made of a resin-like material
and have proven very resilient to harm. During the winter seasons 14. Statue of the Golden Lion
when the wind comes down from the north it creates eerie songs A large 15 meter tall lion carved from a single stone stares north
as it blows through the flute-like columns. The columns were built over the Erythraean Sea towards the island of Bathsheba. It is said
by giant insect creatures that dwell beneath the plain and serve as that the 50 meter sheer cliffs under the lion hold the treasure of the
entrances to their subterranean realm. Nobody entering these hives queen of Sheba and the secret of her power. Sheban soldiers and ships
has ever been seen again. patrol the area as well as pirates and a small cult of lion worshippers.

8. Slave Pits of Rak-Mar 15. The Citadel of the Black Circle


Rak-Mar is a fortress south of the capital. The fortress is infamous In the forbidden jungles of Awalawa lies the sinister black citadel
as a place for the purchase and sale of slaves. Slave traders from all of the ancient dark necromancers of the Black Circle. Now vacant
over the world bring their wares, assured of a quick and profitable after the Black Circle conflict and guarded by Nubian mercenaries,
sale. Those seeking the return of their loved ones had best beware; the Citadel and the Bone Tower at its center still hold many ancient
Sheban sorcerers use demons to tend their slaves. Demons don’t feel and dark secrets. The lands around the Citadel still bear the marks
pity or remorse and so make the perfect guards, and if one or two and wounds of the works of the necromancers.
slaves go missing it’s a price the Shebans are willing to pay.
16. Flashfire Veldt
9. The Tree City of Alados The region of southern Magan is a normally fertile plain of grass,
Alados is a sight to behold, a wondrous settlement (though not dotted with small copses of trees. In recent decades, however, the
truly large enough to be called a city) built in the boughs of giant trees. incidence of flash fires, whether started by Vril backlashes, lightning,
A nomadic tribe of Uluka discovered these mighty trees a hundred or careless tribesmen, has been increasing. Wild beasts flee these
years ago and, finding that they bore strange and nourishing fruits, disasters, increasing the tension for local herdsmen.
settled here. Inspired by the weaver birds the Uluka constructed
their settlement as a series of hanging nests. Those wishing to trade 17. Ague Coast
with the Uluka must climb the “greeting tree” and do business there;
A small stretch of coastline where the jungles of Awalawa reach
the Owl-men tolerate no outsiders in their settlement. The Uluka are
nearly to the sea is known as the Malarial Coast to Gondwanan
remarkably fecund and the some believe that the strange fruits they
sailors. Few will risk putting their ships in near this coast for fear of
eat have something to do with this.
horrible diseases, attacks by blood-sucking fiends from the forest, or
worse.
10. Rukuk’Ahl, City of Silken Scales
The city of Rukuk’Ahl sits on the border of Awalawa and stands 18. Knifetooth Peaks
as one of the largest Ahl-At-Rab settlements in existence. The city is
The high peaks in central Nubia are said to be impassable and
an odd combination of Ophidian and Lemurian design though the
certainly there are a great number of bodies that litter the slopes
Lemurian carvings are unmistakably older. Over five thousand Ahl-
at higher altitudes. Nethermen who eke out an existence in the
At-Rab call this city home, along with a scattering of other races, and
mountains claim that the highest peaks are the domains of dragons
a large transient population of Ahl-At-Rab who make pilgrimages
and wield wickedly carved bone daggers as proof.
to the city from time to time. The Ahl-At-Rab who live here are
noticeably less violent than their wandering cousins and worship an
aspect of Set as father of their race rather than deceiver and destroyer. 19. Oracle Sands
Of course, this may all just be some kind of ruse. Along Jotan’s western coast is an area of desert sands reported
to grant prophetic dreams when mixed in with certain local wines.
11. Kingdom of the Elephant Men Allegedly the result of a once-powerful Jinn whose brass jar is buried
in a tomb beneath the sands, the people of Jotan nevertheless brave
A small band of trolls that wear the colorfully ornamented skulls
the dangers to retrieve a handful of sand said to be worth its weight
of elephants live in the mountains of Massawa. The kingdom is little
in gold in certain markets. Many folk who have taken the sands
more than a small group of nomadic trolls that roam the foothills.
claim that in addition to minor prophetic dreams, they also have
They all pray to the skull of a large mammoth they call Yag-Kosha.
horrific nightmares of unending drought and fire falling from the
During the solstice the skull is worn by their shaman and through it
skies.
the commands of their god are spoken.

12. The Azure Leopard Pool


It is said that resting at the center of the small jungle pool is a
piece of the sky that fell to earth. The glowing blue pool is protected
by a group of women who transform into leopards. The waters of
the pool glow when the stars shine and are said to bestow everlasting

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ATLANTIS: The Second Age
Gondwanan Flora
Honeyvine
The honeyvine industry is the one of the most lucrative in Gondwana. These annual vines
produce yellow spherical fruit that are the tartly sweet and popular as a dessert and drink-producing
fruit. Since the vines are useless at the end of the growing season, they are pulled up and the fibers
are processed to form a material that can be woven into textiles or pressed to produce paper. As
such, this plant is now grown and processed in much of civilized Gondwana, and is a major export
to the rest of the world.
Effect: Food and fiber plant.

Umdhlebi
Deep in the jungles grows this highly poisonous tree with large fragile green leaves and a
thick stout trunk. The large branches droop and create a dome around the central trunk, which
is thought to have two layers of bark—the outside dead bark hanging off of it and a new living
layer underneath. The fruit is said to be red and black, tasting like roasted flesh, and hangs off
the branches like poles. Truthfully, no one has likely seen the fruit and lived. The bark gives off a
corrosive gas that collects inside the dome, causing creatures underneath it to die and feed the root
system. Legend speaks of a great royal treasure that was dragged inside one of the tree-dome by
thieves who then succumbed to the poison gas.
Effect: Gas hits for 10 DR when inhaled. Exposure causes 5 DR to skin and eyes every round.
Gas rises and dissipates in open air.

Milkberry
This is a shrubby plant with short thorns and pink flowers that swell into white fruit with thin
red spidery lines across the surface of the berry. The plants are considered rare in that they are
usually found away from civilizations in the darkest parts of the jungle. It is highly sought after as an
antidote to many magical spells and curses, even those wrought by immortals such as demons and
gods. It takes several hundred berries to make enough drink to sufficiently reverse effects from the
most powerful spells, but for many it is worth scouring the jungle floors for these bushes, especially
when twisted or deformed by some horrific curse. It is believed that the juice from the berries has
the ability to dissipate vril energy.
Effect: Potion brewed from milkberries, DoD -25, can negate spells of less than level 20.

Giant Bugles
These are low, prostrate plants with many giant, spiky, sword-like leaves, used by some
civilizations to make an incredibly potent intoxicating gel. The gooey substance is applied to the
body while wet and slowly dries to a skin-smoothing sheen. Entire festivals have been created in
celebration of this unique high, resulting in entire villages dissolving into orgies as the intoxicant is
massaged all around. The plant gets its name from its rare flower, which is produce once every five
to ten years on a single, thick, three-meter tall stalk. The flower is red, yellow, and orange, shaped
like a large bell or horn’s mouth. The small red fruit explode into hundreds of brown seeds soon
after.
Effect: Alchemical narcotic gel, DoD -10, is an intoxicant, reducing PER, INT, and WIL by -2
for two hours. It is also addictive; roll CON -6 per use. If failed, user still gets the effects, but
also suffers as if the substance was a strength 10 poison.

Robgrass
Robgrass is a major problem in Gondwana, creating hazards for man and beast. The grass
has long blades covered with tiny barbs that catch and hold anything that brushes against it. The
leaves themselves are incredibly strong and can stop a running horse in its tracks, pulling its legs
out from underneath it and causing the horse to crash headlong into the ground. The robgrass has
stolen numerous horses and cattle by breaking their legs. A humanoid being can also find their legs
bound up and their body pitching forward when walking in this hazardous sea of green. They seed
prolifically and can spread across several kilometers in a year. Local farmers and herdsmen spend
much of their time beating the grass back from their borders, trying to stave off the weed from
croplands and kingdom lawns.
Effect: Grapple has DoD of -8.

154
GEOGRAPHICA

155
Hesperia

156
Hesperia
(he-SPER-ee-ah)
The island of Hesperia rests in a channel between the continents of Gondwana and Atlantis. It
is a land of temperate climate, fertile fields, and largely peaceful shorelines. It is also the homeland
of the Amazons, a matriarchal society that is similar in many ways to that of the Atlantean Empire.
In Hesperia, tradition elevates women to the heights of society. Only women may become
warriors, own property, or aspire to positions of power or importance. Males are considered to lack
both the wisdom necessary to be either leaders or scholars and the dedication necessary to become
warriors. Many stories repeated by outsiders describe Hesperia as a deceptively beguiling land where
fierce women enslave all men. This is partially true: Hesperian men largely work as laborers, crafters,
farmers, scribes, and very occasionally as support personnel for the Amazon armies.
The Hesperians are by and large a handsome people, tall and brown-skinned with long, dark
hair traditionally worn in braids. Women customarily decorate their bodies with elaborately
painted geometric patterns and designs of white, red, and black. Similarities between Hesperian
and Atlantean fashion exist, but Hesperian clothing tends to be more austere.
The Hesperians own legends tell of a time in their past when the Atlanteans came to their island
from Gondwana. At that point, the Hesperian matriarchy was largely peaceful and benevolent,
welcoming the strangers to their shores and sheltering them from Ophidian pursuers. Over time,
the Amazon queen was wooed by one of the Atlantean princes. Ultimately, she refused to be
wedded to the stranger – some accounts claim that the Amazons found the Atlanteans to be a bit
too barbaric, others claim that she wished to remain faithful to her dead consort – and as a result
the Amazons cast the Atlanteans from the shores of Hesperia. However, the Hesperians did keep
remnants of Atlantean culture, language, and technology.
The Amazons once ruled a mighty empire. While their reach was once extensive, wars against
both external foes such as the Ophidians and Atlanteans as well as internal rebellions from the
Gorgons and the Cult of Set have whittled away at Amazonian power. In the aftermath of a brutal
civil war, the Amazons elevated Oshún to equal status with their divine patron Oya and now honor
wisdom as devoutly as warfare. In modern times, they are widely regarded as hot-headed warriors
as well as clever-tongued diplomats and wise peace-makers.
The Amazonian military tradition permeates many aspects of Hesperian life. Her navy is a
significant power in the nearby seas and conducts all of the nation’s foreign commerce. Amazonian
soldiers are considered terrors of battlefields across Europa and Gondwana. Due to a past war with
Khemit, there are few places in the Gondwanan East that look favorably upon Amazonian soldiers. Traveling through the lands
In addition, the Gorgons of the Saharan Sea split off from Hesperia during the civil war that ended of the “Master Women” is
the Hesperian Empire. Open hostilities exist between the two nations, each regarding the other as a challenge for me. Most
deluded children at best, traitors at worst. As a result, the shores of the Saharan Sea occasionally see customs that I take for granted
open conflict between Amazonian, Gorgon, and Khemite ships and forces. are turned on their head in
Amazonian lands. Choice foods
were first given to the matriarch
Government of the house we staying in
and once the meal was done
Hesperia is ruled by both a Senate and a Queen. The free women of Hesperia elect Senators,
I had to leave the room to sit
each representing a province or colony. The Senators work closely with the Queen. As in Atlantis,
the Queen chooses a successor. In wartime or during serious threats to Hesperia, the Queen can act with the other men while the
without the authority of the Senate. At other times, the Senators each rule over the territory they women talked business. My
represent, with the Queen being a final arbiter in case of disputes between them. strong opinions were tolerated
The capital of Hesperia, Chersonopolis (CHER-son-AH-po-lis), has a vril pyramid that serves because I was a foreign guest
to power a number of vril-powered military devices and weapons that ensure Amazonian martial but I could see terror I eyes of
power. my local companions.
Donobey of Nubia

Religion
The Hesperians worship the goddess-warrior Oya, and revere her as the mother of their nation.
Small statues of her adorn the homes of nearly every Amazon, and her temples are rich and lavish.
After their civil war, the Hesperians began to also worship Oshún. Seen as a wise warrior and just
councilor, the worship of Oshún is one of the reasons for continuing strife between Gorgos and
Hesperia. Every full moon, the Hesperians hold festivals and celebrations for both Oya and Oshún.

157
ATLANTIS: The Second Age
Gender Relations
As in other matriarchal societies, in Hesperia the women rule and men follow and serve.
Hesperian men can own neither land nor business, they have no voice in the government, and
are forbidden from learning magic or from taking up arms. Many therefore work as servants,
housekeepers, laborers, and the like. The more intelligent among them may become physicians or
scholars, but these compete with their female counterparts who are generally considered wiser or
more skilled.
In Hesperia, women can never become slaves, only men. Male criminals who are not condemned
The Paragona to death instead labor in mines or are banished from Hesperian lands. War captives are occasionally
(pair-ah-GON-ah)
kept as trophy slaves, or condemned to fight in gladiatorial battles.
Every ten years the
Amazons invite each of their
colony to send a female
citizen in good standings
to the Paragona games. Marriage
A 10 day event that test There are differing traditional paths to marriage in Hesperia. The most common is known as
the physical, mental, and a ‘shield marriage’ wherein a woman chooses a man to wed. Less common are ‘bow marriages’ in
spiritual prowess of each which an Amazonian chooses another woman as her bride, and between them they may or may
contestant. At the end of the not share a man whose status is somewhere between that of a concubine and a slave. Both of these
grueling event the last woman types of marriage are normally between Hesperians. Hesperian men have the right to accept a
standing is given the honor
proposal, but refusal requires the permission of a man’s sister or mother. A third type of marriage,
of being the Paragona and
representing Hesperia to the ‘axe marriages,’ is less common. These marriages occur when an Amazonian captures a man in
outside world. The Paragona warfare and brings him home. Such men are seen in society as little more than favored slaves and
is the champion, protector are typically derided socially.
and loyal right hand to the
Queen of Hesperia but is free
to roam the world espousing
the beliefs and virtues of Dueling
the Amazon people. Other A common facet of Amazonian society is the duel. Duels over matters of honor are not
Amazons differ to her prowess
uncommon and can result from everything from social slights to verbal insults. Most duels are
and even high ranking nobles
give her difference in all
fought until someone yields and are performed by wrestling or with wooden weapons. It is a rare
maters civil and military. As duel that involves lethal weapons, but even these are only performed until blood is drawn. Duels to
a gift the Paragona is given a the death are forbidden by law. Instead, duels by proxy in the arena take place. These fights to the
suite of First Age armor that death tend to be somber and silent affairs.
has been past down from the While duels are an important part of Hesperian society, there are many who do not participate.
first Paragona 500 years ago. Such women wear black sashes or headscarves to openly indicate that they are not participating in
When the previous Paragona duels. Usually, Amazonian women do so for a variety of reasons: age, pregnancy, upcoming military
dies the armor vanishes and
service, injuries, or political duty. As a result, while all Hesperians may know someone who has been
appears in the temple of
Oshun ready to be used by
in a duel, there are always those who have never been in one.
the new Paragona.

Hesperian Colonies
Hesperia has several colonies in Gondwana, on or near the shores of the Saharan Sea. All of
these colonies are under military rule, and there are strict distinctions both socially and legally
between the Hesperian rulers and the local native populations. The locals are given no official say
in their governance. Though they are treated better than slaves, socially the Amazonians who live in
each colony are clearly the elite. Each colony is ruled by a military governor – an active Amazonian
military officer who answers to a civilian Senator. The governor generally commands a local fort or
series of forts as well as the military troops within. This fort serves as the local capital. Each colony
supplies goods and resources to support the Amazonians stationed there. Excess supplies and trade
goods are shipped back to Hesperia. A series of ley-line roads once connected many of the cities.
The roads suffered heavily during the Great Cataclysm as well as during the wars of conquest
that passed back and forth across the area. Some of these roads lie buried under shifting sands or
concealed by heavy jungle. The various Amazonian military legions are not numerous enough to
clear them and hold the population in check; therefore, the Hesperians prefer to send cargo to
between the colonies and their homeland via ship. Two of Hesperia’s colonies are not in Gondwana.
Celaenea is a source of shame, and Heran, a source of pride.

158
GEOGRAPHICA
Asterea (ah-STER-ee-AH)
A jungle covered strip of coastline on the Saharan Sea, Asterea borders the dreaded Jungles of
Awalawa. Under constant threat of revolt, Asterea nonetheless sends back hardwoods, furs, and
ivory to Hesperia. The capital city of Aster (as-TER) rules with an iron fist as many of the natives
have fled into the fringes of the Awalawa, preferring the dangers of freedom to a secure servitude.

Celaenea (sel-AY-nee-AH)
Poor and desperate, Celaenea is more of a captive population than a colony. Situated on a
small patch of the Olokunian coast, Celaenea is inhabited by those Hesperians captured by
Atlanteans during several wars. Ostensibly free, such freedom exists in word only. The Amazonians
of Celaenea live in the ruins of an old port city, Merina (muh-RIN-ah). Walls surround the city and
checkpoints, alternately manned by Atlantean and Hesperian soldiers, prevent the easy passage of
the population. Although social and commercial mingling is permitted, it is discouraged by both
Empires. The Atlanteans see the Hesperians as little more than a curiosity, while the Hesperians in
turn see their Atlantean neighbors as harsh and haughty. Nonetheless, trade officially passes from
the Atlantean Empire to Hesperia through this port, though it is heavily monitored and taxed.

Electa (ee-LEK-tah)
Guarding the Sahara Straits, Electa is the oldest Hesperian colony and one of the most strategic.
After more than two centuries of Hesperian rule, the local population has all but forgotten its
previous culture. Its men have adapted to matriarchal rule, and its women enjoy the societal benefits
common to all Hesperians.
The port city of Ea (EE-ah) is home to a large contingent of the Amazonian navy. Here, ships Cults and
patrol in the hopes of preventing the Gorgon raids of Oceanus and Europan sea lanes. A large vril Criminals
pyramid sits off shore near Ea. Before the Cataclysm, it was the center of the city. Now it serves as Lotus is one of the narcotics
commonly moved through
both a lighthouse and a beacon for Amazonian ships.
Halcyon and the military
governor has stated on more
than one occasion that she
fears a Lotus Cult has begun
Halcya (HAL-see-ah) to blossom. Unbeknownst to
Largely remembered as the place where Khem stopped the Amazonian conquest, this remnant her, however, the Senator for
of the Hesperian Civil War is primarily a military outpost associated with disgrace and failure. Trade the colony is a lotus-addict
and diplomatic envoys to and from Khemit pass through the capital Halcyon (HAL-see-ahn) as and unwilling to jeopardize her
does a significant amount of narcotics. supply.
Unfortunately, a cell of
the Cult of Set is hidden
somewhere near the garrison
Heran (hehr-AHN) and is more responsible for
missing soldiers than drug
Unlike her other colonies, the island of Heran is populated solely by Hesperians. The entire addiction.
island is traditionally viewed as being sacred to Oya. The grand temple complex here is immense,
and many Hesperian nobles come to Heran to worship Oya. Amazonian soldiers on leave or retiring
often spend time on Heran.

Oya’s Faithful
Maia (MY-ah) There are periodic rumors
amongst the Atlanteans
A large Hesperian colony that has been at peace for more than a century, the region is largely that Heran actually houses
uninhabited owing to the fact that much of the interior is desert known only for a few ruins that a training center for elite
date back to the Ophidian Empire. Primarily a center of trade with Ophir, Tharshesh, and Atlantis, Amazonian warriors, but since
the capital of Mani (ma-NEE) is a bustling port. The majority of the slaves here were brought in non-Amazons are barred from
from Taygea and Electa. A transient population of foreigners work with the traders and merchants setting foot on the island, such
or run caravans across the desert to distant lands. The neighboring city of Manani (ma-NAH-nee) reports are unconfirmed.
sits atop some of the ancient Ophidian ruins. Carved from black basalt, the walls of the city bear
evidence of the mysterious serpentine people who once lived here.

159
ATLANTIS: The Second Age
Tangea (tan-GEE-ah)
Formed from lands once part of Electa, Tangea is primarily a military staging post overlooking the Saharan Sea. The capital city, Tay
(TAY) serves as a fallback position for troops in both Ea and Aster, and as such little trade runs through the garrison town. The native
population is comparatively small, and since the Amazonians do not like to conscript them, by and large they are disregarded, treated more
as curiosities and occasional hired help rather than slaves.
Ruins that predate the Great Cataclysm lie in the deserts of Tangea. Known as Karthak to the local populations, the ruins have become
a haven of sorts for escaped slaves, free natives, and those fleeing Amazonian law.

160
GEOGRAPHICA

161
ATLANTIS: The Second Age
Hesperia

Location Adventure Seeds


1. Tower of the Iron Serpent Food and drink are left by wealthy members of the community and less
On the grassy plains where no animal dares go is a toppled black tower well-off visitors are encouraged to take this food as a gift from Oya. Males
forged of brass and steel. The tower now lies on its side with a gaping snake are not permitted in Oya’s houses. Vandalism or theft from these houses is
head at what was once the top. The base of the tower is a black obsidian unthinkable and punishment is likely to be severe.
pedestal pierced by a gaping hole that leads down into oblivion. Surrounding
the ancient tower are the ancient remains of thousands of Naga and Ahl-At- 7. The Grove of the Wailing Prince
Rab. During the Great Cataclysm a dark prince set foot upon Hesperian
shores and wooed Kybele, the queen of the Amazons. He promised her
2. Wastelands of Chuldath wealth, glory and power beyond her dreams and asked for an undisclosed
This region of dead grey sand in the center of Hesperia is home to swarms promise in the future. During the queen’s reign Hesperia became the most
of giant flies the size of a man’s fist. The whole land stinks of rotting meat powerful nation on earth but soon the day came when the dark prince asked
and legend says that the flies grow large feasting on the carcass of a fallen for his reward. The queen balked at his price and she tricked him into a
titan that lies just beneath the shifting sands. Those foolish or desperate grove on the palace ground. Once inside he was imprisoned there. The grove
enough to enter the wastelands rarely return, and most that do only speak to is a copse of trees 100 meters in diameter. The walls around the grove are
mutter the name Chuldath over and over again. obsidian stone, reinforced with brass, standing 30 meters high. There is no
visible entrance to the grove. Every day at sunset, the prince lets out one
harrowing wail, calling the queen’s name.
3. Chersonopolis’ Undercity
Chersonopolis was built on an ancient dead city; one that acts as sewers,
catacombs, and cellars to the living city above. The Undercity allows fast and 8. The Execution Canyons
hidden transport to those who choose to dwell there. Strange green lights North of the southern shores is a large boxed canyon of long grass
wander aimlessly through the sunken shops and temples, attracted to living inhabited by a pride of lions. These lions are unique in that they are led by a
beings but repelled by sunlight. Treasure hunters frequent the Undercity, single female among a pack of strong male lions. Criminals in Hesperia may
seeking riches they are sure lie just around the next corner. Occasionally choose to be sent to the canyon instead of execution hoping to outwit the
things from the Undercity come up to wander the streets of Chersonopolis lions there. To this day none have ever made it out the pit alive. The queen’s
at night, but most are quickly destroyed. Some of those seem to be the personal guards are trained in the canyon among the lion pride, and many
bodies of treasure hunters, warped and distorted by unknown magics. wear lion-mane cloaks as a badge of honor and station.

4. Iron Circles 9. The Lighthouse


These large round buildings play host to the Amazonian dueling houses. On the northern tip of Hesperia is a lighthouse that shows brightly for
Dueling houses are places where Amazons can go to train and practice their many kilometers out at sea. It is said that the light can be seen as far away
combat skills. They also serve as places to relax and talk politics. Men are as the shores of Tharshesh on clear nights. The lighthouse in owned by a
strictly forbidden from entering these houses and those found trespassing reclusive sorceress and the light at the top is said to either be an imprisoned
are often forced into duel after duel until they die of their wounds. Three Jinn from the time of Unreasoned Sleep or the Eye of Olódùmarè.
famous Iron Circles are prized by famous dueling houses and also function
as if they were stone circles for Vril collection. 10. The Shore of the First Woman
The black shores are holy to the Amazons and it is said that the First
5. The Flame Pits of T’lak Woman opened her eyes and took her first breath here. The shore and the
When the Atlanteans were trying to woo the Hesperian queen they gave surrounding area are rich in a black clay called ‘Oya’s Heart.’ The clay is used
her all manner of gifts. One such gift was a Vril-powered mining device: a in pottery, medicinal, and magical pursuits, and items or concoctions made
magical, mechanical wonder that could dig faster than a hundred men. The from it are highly prized. The First Woman is said to still walk the shores of
device malfunctioned and dug under the city of T’lak, opening rents in the the island seeking a mate who is her opposite and equal. Said to be over 2
earth that spewed hot ash and lava. Today T’lak is a ghost town, standing meters tall and black as jet; she is the primordial mother of the human race.
in a plain dotted with lava pits and constantly rained on by hot ash. Figures
are seen from time to time wandering through the ash; who or what these 11. Oshun’s Temple
beings are is as yet unknown. Off the eastern coast of Hesperia is a large submerged temple complex
believed to be the home of the goddess Oshun. The temple once rested on an
6. Oya’s Houses island but during the Cataclysm it sank beneath the waves. The waters above
The Amazons are not ones for ornate temples. Their places of worship the temple are slick and inky with oil that obfuscates the temple and keeps
often resemble forts or barracks. However, nearly every settlement contains direct sunlight from ever touching the temple floor. Tritons who venture
a house that “belongs” to Oya. This home is cared for by the community there give equal tales of actually meeting the goddess or horrible monsters.
and appears like any other house. Amazons visit these houses frequently, At the heart of the temple is a great, gold-gilded obsidian mirror that has
speaking to Oya as if she were there and thanking her for her hospitality. sat untouched for hundreds of years and is said to be the sea goddess’s heart.

162
GEOGRAPHICA

163
Jambu

164
Jambu Region
(JAM-bOO)
The continent of Jambu is a vast land mass whose northern coast reaches into the frozen
expanses of the North Sea, while its southern and eastern shores are graced by the warm waters of
the Erythraean and Elysium Seas. As such, the geography of Jambu is diverse, as it ranges from the
towering Kaila Mountains of Himvati (him-VAH-tee) to the seemingly endless sands of the Tuholo
(too-HO-low) Desert, from the steamy jungles of Kota (KOH-TAH) to the icy tundra of Tamala
(TA-MA-LA).
Though there are great and fabled civilizations here, such as Khitai or Mohenjo-Daro (MOH-
hen-joh DAH-roh), there are also sizable regions that remain unmapped, shrouded in mystery and
legend, and considered untouched by many modern scholars.
In the distant past, the Ophidians once held much of Jambu in their grasp. Giant snakes and
dragons continue to mark the territory where the Ophidian kingdoms, empires, and theocracies
once ruled. In time, the Lemurians subtly altered Jambu to their own goals, seizing it from the
Ophidians by guile as much as by force. Many Lemurians still dwell in Jambu, though few welcome
strangers. Despite the fact that there are humans spread across the surface of Jambu, the Atlanteans
never held much of the land for any length of time, but their presence is felt along several Jamban
coasts.

Baluchis
(ba-LOO-kiss)
A mountainous region on the western coast of Jambu, Baluchis is a sparsely populated region,
well-known for being the home of a warlike race of nomads known as the Aryans (air-EE-ans).
This light-skinned, dark-haired people are fierce, and known for attacking strangers on sight.
They honor bravery in battle above all else, believing that only those strong enough to take what
they need are worthy of life. As such, many of the Aryan tribes fight amongst one another, raiding
neighboring villages and lands. Among the Aryans, cowardice is a crime punishable by death and
those who flee battle can wind up facing death if they return to their villages. Conversely, the Aryans
respect courageous foes and will sometimes spare enemies who exhibit great bravery in combat.
The Ahl-At-Rab are seen as worthy foes, and some uneasy truces exist between Aryan tribes and
Baluchian (ba-LOO-kee-an)bands of the lizard-men who come to these parts to excavate ancient
Ophidian ruins buried long ago.
The Aryans live in small villages comprised of felt and wood-frame huts called yurts. Aryan
yurts are often mounted on ox-carts, allowing the tribes to move swiftly from one place to another.
Domesticated goats, yak, wild horses, and wooly camels are all common in and around these
villages and Aryan herdsman on horseback patrol the steppe pastures where their livestock graze.
The Aryans have little metal-work, using crude spears, clubs, and horn short bows in battle.
The Aryans are Animists, believing that all creatures have a spirit. Many shamans and witches
dwell among them, as well as those who delve into black magic. The fear commonly felt around
magic-users is often used by Aryan spell-casters to intimidate their way into grudging acceptance
among the tribes.

What Comes Before


There are scattered Ophidian ruins in Baluchis; many of them half-buried beneath rock
slides. The Ahl-At-Rab who travel here must be in possession of ancient maps, for they
seem to unerringly know where the ruins are located.
Some of the Aryans believe that the Ahl-At-Rab are searching the ruins for something
valuable, but have never learned what it may be. So, instead, they watch the lizard-men
and plan for the day when they might attack and take it from them.

165
ATLANTIS: The Second Age
Damalawa
Life of the Sea (dah-mah-LAH-wah)
The Damalawans know of A confederacy of small islands situated between Lemuria and Jambu, Damalawa is an important
the Tritons and the Makara, factor in sea trade in this part of the world due to its position in the trade lanes between each side
and they revere both of them. of the Jambu and transit to Lemuria.
The Tritons are seen as
Damalawans are somewhat short in stature with dark-brown skin and black hair. Despite their
emblematic of the life-giving
sea, the Mother of Waves, small size, they are considered quite fierce and are known to engage in the torture and mutilation of
and are welcomed as honored captured foes. The Damalawans engage in the practice of chewing betel nuts that stain and blacken
guests in Damalawan homes. their teeth. In fact, a Damalawan saying is that “black teeth are what distinguish man from beast”.
The Makara, conversely, are The Damalawans know little of metal-working, but are very skilled at woodcraft, particularly the
thought of as avatars of the building of small sailing craft. Even their homes, constructed of wood and thatch and elevated on
ferocity of the sea, the Father poles, are built to resemble boats with an entryway always facing towards the east. The Damalawans
of Storms. The Damalawans worship the sea and all creatures that dwell within it. They subsist mainly on fish and make frequent
throw sacrifices into the sea
sacrifices to appease the hundreds of gods whom they revere. Shamans and witches are held in high
for both groups. Loempang
remains one of the few places esteem by their people, both for their ability to communicate with the sea gods and for their skill
where Tritons and Makara are in concocting herbal remedies and mixtures.
both treated with respect, and The two most important islands of Damalawa are Dongkala (dong-KAH-lah) and Loempang
the two peoples view the island (lo-uhm-PAHNG). Dongkala is home to the great chieftain of the boat people, a hereditary monarch
as neutral ground. who keeps many wives. It is through him that all agreements to use the waters of Damalawa must
pass. Loempang is the largest island in the chain and the place to which the tolls levied on ships
must be paid. The Damalawans do not value gold or gemstones, accepting only bartered goods such
as metal tools, weapons, silks, and spices.
Refusal to pay the tributes and tolls that the Damalawans demand is considered both an insult
and a crime by the tribesmen, and ships will be sent after those who do not stop to observe custom.
The aggressive nature of the Damalawans has cowed even the powerful Khitans into paying the
tribesmen tariffs in order to avoid trouble. Damalawan warriors use no armor or shields, trusting
instead to charms and fetishes made by their shamans from woven plants and grasses to avoid
injury. Their favorite weapons are war clubs, throwing sticks, spears, and bows, often used with
poisoned or flaming arrows.

Dravidia
(dra-VID-ee-ah)
A land of dense jungle located in western Jambu, this northeastern region of the Salwah (SAHL-
wah) sub-continent is said to be fraught with many dangers. The name itself is very old and many
scholars use the name Dravidia to describe all of southwestern Jambu.
There is a very old standing
The Dravidians are a dark-skinned people whose villages are hidden amongst the trees to
stone in Damalawa that has three
provide some defense against intruders; the ground beneath is littered with camouflaged pits and
sides. On one side it shows a
snares. Travelers in the region report that the Dravidians will frequently attack, seemingly without
Triton, on another a Makara, but
provocation, using blowguns, spears, and clubs, and will even track and pursue those who flee from
the third side is damaged and
these ambushes.
unrecognizable. The Damalawans
claim it represents them but I The Dravidians are said to be very superstitious, putting great store in the charms, fetishes, and
wonder if there wasn’t a third talismans fashioned from human teeth and bones by village witches. The herb lore and primitive
group. After all, the Lemurians magics of village witches are heavily relied upon, even though the witches themselves are viewed
fought the Anunnaki for with some suspicion.
centuries, how did they manage
that without aquatic troops to
deal with the Makara?
Himvati
(him-VAH-tee)
Thalmia, Triton Sorceress
Considered by many to be the “Roof of the World”, the mountainous region of Himvati is a
land of mystery and mysticism. The towering Kaila (kah-EE-lah) Mountains that stretch across
much of central Jambu are a barrier that divides the continent, and its snow-covered mountains,
wind-blown plateaus, and hidden valleys are home to three distinctly different cultures: the Xinjiang
(ZIN-jee-ahng), the Kazak (KAH-tsaks), and the Himvati. All three of the Himvati peoples bear
some resemblance to the Khitans, whose empire lies to the east.
The Xinjiang live northeast of the Kaila where they herd sheep, goats, yak, and occasionally
gazelle. During the short summer months, they manage to grow small amounts of rice or cotton

166
GEOGRAPHICA
The Black Jungle
Whether due to superstition or some certain knowledge, no Dravidian will willingly set
foot into the region known as the Black Jungle. Here the trees grow so close together that
their canopies blot out all sunlight from reaching the jungle floor far below. It is said that
fell and dangerous creatures of the night such as rakshasa (shape-changing cannibals),
pisacas (vampires), and hantu (fierce demons) all roam the region of the Black Jungle,
and the Dravidians’ name for the place translates to “Most Evil Place on Earth”.
Deep within the Black Jungle, there is a small Cult of Ba’al made up of a motley The Monkey King enjoys a
assortment of criminals and the insane from the surrounding lands. The cult is led by a reputation that stretches far
demented family of Ahl-At-Rab who practice cannibalism and necromancy. beyond the bounds of the lands
he rules. Some believe that
Ana’Mandi would rule much
on terraced plateaus above the northern steppe. Known to trade wool and hides for metal tools and
more of Jambu were it not for
other foodstuffs, the Xinjiang are largely a reclusive folk. They do have a cultural practice of singing
the foes he faces within the Black
or chanting long poems and songs that detail the history of their people, the life of the high steppes,
Jungle. Emissaries that speak in
and the passage of the stars above.
his name travel much of Jambu,
The Xinjiang share some of the language and culture of distant Khitai and some scholars there
seeking support, warning of the
think that the Xinjiang may be a lost colony that once fled the empire. There is some debate as
dangers of the Black Jungle, and
to whether to annex the Xinjiang lands in order to bring the herdsmen back into the empire’s
countering the advances of the
protection.
Anunnaki and the Sons of Ba’al.
The Kazak live along the southern borders of the Tuholo Desert, amid the steppes and plateaus
Caerwyn Ironjaw, Lemurian
of the northwestern Kaila peaks. They are skilled horsemen who are fond of strong drink, wrestling,
and games of chance. Their culture is similar to the Mongalan horse-lords, though the Kazaks tend
to be more aggressive. Neighboring peoples fear Kazak raids for their brutality and destruction.
The Kazak spend much of their life on horseback, moving their yurts from place to place in
large carts, following herds of horse, yak, and goats across the desert hills and mountain plateaus.
The third racial group in the Kaila Mountains is the most numerous. The Himvati typically live
along the foothills, but they preserve knowledge of all of the passes across the mountains, keeping
records of when certain passes are open and watching for the coming of ice and snow. The Himvati
see themselves as a noble people with ancient traditions. While many of them regard the Xinjiang
as rural peasants, the Kazaks as murderous barbarians, and the Khitans as hedonistic children, as a
culture they feel an imperative to enlighten others and guide them towards the truths the Himvati
have learned about the gods over the centuries. The Kazaks are a good people;
abrasive, and prone to taking
The Great Horde offense to the slightest misstep,
The Kazak place a great deal of significance on familial history, and Kazak men can but good none the less. When I
recite their lineage back several generations. They train their youth to shoot and fight was there on Arcanum business I
through a series of ritualized “dances” often performed with bared blades or solid saw the children of the tribe we
punches.
were escorted by play a game
The Kazak recall the times when the Ophidians ruled as well as when the Lemurians
drove the serpents out. During such times, the various families, clans, and factions of
called “Catch the Girl”. A single
the Kazak, normally splintered and separated by vows of anger and retribution, bonded girl would ride out ahead of a
together to keep their ancestral lands free. When all of the tribes ride together, the Kazak group of boys upon the fastest
call it the Great Horde. Such an event has rarely happened; in the five centuries since the horse and the boys would pursue.
Great Cataclysm, there has only been one Great Horde, when the Kazak united to drive a If a boy caught the girl he could
vast band of Nethermen from the steppes and into the Mongalan-held deserts. steal a kiss and then ride back
with the girl chasing him. If she
caught him she could whip him
The city of Bhadgoan (bod-GO-an) is their capital, known for its numerous monasteries,
mercilessly with a yak hair whip.
temples, and shrines. Some of these mystic cults are closed to outsiders, while in others the monks
This sport went on for hours and
freely allow visitors to enter and to worship. The official religion of the Himvati is a mystical one
it was enjoyable to see these
that embraces the principles of reincarnation and the spirit realms. The ruler of the Himvati, known
young people so adept at riding.
as the Da’al (da-AHL), is considered a god incarnate. The Da’al presides over a body of monks and
mystics who carry out his edicts as divine law and act as a governing body amongst the people. Donobey of Nubia
There is a great deal of secrecy and mystery associated with the Da’al and his followers; while no
Himvati would dare to question what goes on in the meetings between the Da’al and his monks,
they are otherwise free to worship as they each see fit.
The Himvati treat strangers in a friendly and hospitable fashion, greeting visitors graciously and
with a protruding tongue, which they intend as a sign of friendship. Nonetheless, they are secretive
about their individual personal beliefs and do not discuss them with outsiders. The Himvati are all
religious to some degree, and see omens and portents all around them in their daily lives.

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ATLANTIS: The Second Age
The Himvati have stories of a hidden city known as Shamballa (shahm-bah-LAH) secreted in a
The Undying Da’al mountain valley somewhere in the Kaila Mountains. Said to be built in the shape of an eight-petal
Some have speculated that lotus, each petal representing a separate principal and school of metaphysical thought, the city is
the Da’al is actually an Atlantean reported to be filled with enchanted gardens, magical fountains, and glorious shrines, all of which
prince who spends much of his are tended by priests and monks of the highest regard.
time in an enchanted slumber,
waking only to issue edicts, Encircling this city and keeping it hidden from outsiders are a set of towering peaks known as
and unaware of his empire’s the Mountains of the Moon. The Himvati claim that Shamballa is an earthly paradise and that only
collapse. The truth of the matter the good of heart can find this hidden land on their own, but its monks sometimes bring in those
is something far stranger. who have lost their way in the mountains nearby, and are in danger of perishing.
The Da’al is currently a
Jinn of incredible age. Witness
to much of history, the old
Jinn wishes to pass along the
mantle of the Da’al to a worthy
Khitai
(kih-TIE)
soul, but has had trouble
finding someone who he Khitai is the largest and most powerful nation on the continent of Jambu. Composed of five
deems laudable and beloved separate provinces, Khitai is rich in mineral wealth, population, and sheer size. It has a long history
of the gods enough to do so. and is now a rising power in the world.
Recently he has had a series Believed to have once been covered in a vast jungle, the land was originally tamed and named
of what he believes to be
the Land of the Yellow Earth by the Ophidians. Stories of how they tamed the land, drove out the
prophetic dreams that hint that
upon his death, his soul will be
beasts and monsters who dwelled upon it, and established each of the provinces still circulate. From
reborn again. He has already these stories, the Ophidians have come to be known as the Dragon Gods. The Lemurians would
sent out several cadres of later prove to be fierce rivals in Khitai and the battles between the Lemurians and the Ophidians left
monks to be alert and watchful deep scars in both the land and the culture. Later still, the Atlanteans would come to Khitai. They
for a child born with the eyes of conquered much of the coastal areas, turning Khitai into one of their far-flung colonies, but after
a Jinn. the Great Cataclysm, they fell from power. Humans culled what they could from the Atlanteans
and mingled it with lore of the Dragon Gods while rebuilding Khitai society. Now, the present
culture has begun to flourish. Based to a great extent on agriculture, it is as advanced in the arts and
sciences as any other land, said to even rival Hesperia and Atlantis. The Khitai military is highly
regarded, immense, and well-equipped.
The Secret Army Khitai today is a new empire. The five provinces are united by a common language and a shared
Many scholars and history, and ruled by a new emperor who claims descent from the Dragon Gods of old. Among the
explorers have reported many Khitian, he is considered a demi-god. Society in Khitai is stratified into seven classes: the emperor,
stories about Shamballa in their the mandarins, the military, the scholars, the bonzes, the merchants, and the laborers.
tales of Jambu, but few have
The emperor and his extended family are feared and respected. Below them, the mandarins are
ever truly visited this fabled city.
Ruled by a group of Jinn the nobility and ruling class of Khitai. Generally, one must be born into the ranks of the mandarins
priests who call their fellowship and thus most of them are Ahl-At-Rab. However, on occasion, a truly exceptional warrior or scholar
the Kalacakra (KAHL-ah- may achieve this status through service to the empire. In theory, all military warriors are officially
ca-kra), or “Siblings on the accorded status just below that of the mandarins; but in practice, only great commanders or
Time Wheel,” the temples heroes are truly held in high esteem. The scholars of Khitai are made up of alchemists, astrologers,
and grounds of Shamballa engineers, and, it is said, a few powerful sorcerers. Their knowledge and wisdom affords them a fair
are designed to observe degree of status. All members of the upper class wear elaborate dragon-masks when in public, often
the heavens in the hopes of adorned with precious metals, chips of jade, or gemstones.
divining what the gods intend
for life on Earth. The Kalacakra
Below the scholars come the three lower classes. The first of these are the bonzes, or holy men.
have one overarching Made up of mystics and priests who are the leaders of the various religious sects and cults of Khitai,
prophesy: that when the world the bonzes are a fractious lot, often bickering with one another over interpretations of dogma,
“declines into war and greed ancient script, or the dispositions of the Heavenly Dragons. Unrestricted for ages by the Khitian
and all is lost, the Kala king government, some sects and cults have amassed great fortunes, and elaborate shrines and temples
will usher forth from Shamballa can be found in many cities. The merchant class is also notable for its ostentatious wealth and
with a huge army to vanquish opulence. Culturally, they try to compensate for their relatively low status by providing elaborate
the darkness.” However, the displays of personal wealth that typically impoverish them in the long run. Finally, the laborers
Kalacakra and their disciples in
make up the bulk of Khitain society, and most are quite poor. Though many who live in the
Shamballa are few in number,
so where this army might come
countryside own their own land, they work long and hard to provide food both for themselves and
from is unknown. for the empire as a whole. While many members of these classes cannot afford dragon-masks like
the upper classes, they do decorate their faces with paint and cosmetics. Those who have the time
decorate with a stylized scale motif, while others simply paint their entire face green before leaving
home to start their day.
Khitian justice is fair, but harsh. Individuals accused of a crime are held in confinement, but
not otherwise mistreated. A jury of officials, appointed by the local mandarins, presides over trials.
If found innocent, an accused individual may seek recompense through the courts, but those found

168
GEOGRAPHICA
guilty face strict punishments.
Many of the guilty can face beatings, performed with a bamboo stick. Thieves are often made Dragon Lines,
to wear a heavy wooden yoke for as long as three months. Murderers are sentenced to death via Spirit Gates, and
strangulation, or in the case of heinous crimes or military desertion, decapitation. Those guilty of Towering Shrines
crimes against the state or offense against the emperor are often tortured before death in a manner The culture in Khitai has
deemed poetic and related to their offense. been shaped by its past, by
both the Ophidian Empires
Khitai has a powerful military. Though their navy may be questionable on the open sea, their and the Lemurian protectors.
ability to patrol the coasts of their home is not. Khitai’s army is perhaps unrivaled in the world, with The Vril lines that fuel energy
divisions of heavy infantry, elite heavy cavalry, archers, artillerists, elephant cavalry, light cavalry, around the region are known
and light infantry. All Khitian officers and many members of their best units wear hideous leather or as Dragon Lines by the people
iron masks. Lemurian artifacts such as Lawgivers have been preserved and are used by high ranking of Khitai and are thought to be
Khitian military officials. the blood, breath, and power of
a great dragon who slumbers
below the earth. Instead of
stone circles to channel Vril,
THE PROVINCES OF KHITAI the Khitai have modified a
The provinces of Khitai are unified in culture but little else. Over the centuries, each of the practice of the Lemurians.
provinces has at one time ruled over the others. Now, united in peace under a single emperor, the They create wooden arches or
vertical, circular doorways of
mandarins of the provinces plot and scheme against one another, jockeying for position.
stone in order to channel and
store Vril, much like the great
T’SIN PROVINCE stone dolmens do in the far
(t-SING) west. Additionally, the multi-
tiered and stepped roofs of the
T’sin Province is an agricultural powerhouse that produces much of Khitai’s rice, millet, and nation’s shrines function much
wheat. The city of Chu Tang (ku TANG) in the north receives and processes iron, copper, gold, like the Vril pyramids common
and jade from mines north of Baykul (by KOOL) Lake. Said to be bottomless, Baykul Lake is in Gondwana.
remarkably clear and a prominent source of fresh water for the province. The deep Chu Tang Atlantean visitors to this
Gorges run north from the lake up into the adjacent mountains. A great shrine sits in Chu Tang realm always claim that
and the Vril from it powers barges that run up and down the Chu Tang Gorges. these structures were, of
course, inspired by Atlantean
The forests of this area produce ginseng root, gathered by spice traders who come here despite technology and knowledge, but
the dangers posed by bandits and the wild Jinn who call the mountains home. Mandarins from to the Khitai, these are national
the southern provinces also come here occasionally to hunt pheasant, wildcats, and the fierce snow treasures and they resent the
leopards of the mountains. Further south, on the coast of the Hwang (hoo-WANG) Sea is the city notion that such ideas came
of Hwang Do (hoo-WANG doh), a major trade port with a deep, natural harbor. Many foreigners from lands or histories not their
come to Hwang Do to trade in spices, metals, and precious gems, while the province ships much of own.
the grain it produces out through this port to rest of Khitai.

The Kappa
In the rivers of the Chu Tang Gorges and the deep dark waters of Baykul Lake dwell
Personal pride and honor is
a group of Makara who call themselves the Kappa (cap PAH). Utilizing stolen Triton
technology from the Atlanteans in ages past, the Makara occasionally leave the deep very important to these people
waters to prey upon miners, spice merchants, and huntsmen. It is said that somewhere and a public shame is like
deep below the waters of Baykul, the Makara have carved out a city of their own, hidden driving a dagger through their
in the darkness. heart. I made this mistake when
questioning a street philosopher;
my public inquiries for further
information shamed the man
OKAMCHAK PROVINCE because it made it seem like he
wasn’t explaining things well
(ahk-ahm-CHAK)
enough. I had to spend the next
Okamchak is the ruling province of Khitai, site of the capital city of Tang (TANG). Much of the day publically praising him to
empire’s military power is centered here, along with many of Khitai’s wealthiest mandarin families. undo the damage.
Copper and some iron are mined close to the town of Dao Sung (tao SUNG), which also Thalmia, Triton Sorceress
houses a large military training center. The southern city of P’ong Yan (pyong YAN) is a well-
known fishing and trading port, exporting taro root and ginseng to ports south. Tea is grown
here, and fine cloth and paper produced for use by the empire. Heavily armed caravans make their
way overland to other cities of the empire, carrying letters and instructions to distant mandarins.
Numerous spirit gates dot the hills and even the gardens of many mandarins in Okamchak, leftover
remnants of the times when the Lemurians controlled these lands.

169
ATLANTIS: The Second Age
OKUK PROVINCE
Lake Sung
(ohk AHK)
In the northern reaches of
Okamchak lies deep Lake Sung Okuk Province consists of the southern end of the Goryeon (gore-EE-on) Peninsula and the
(SOONG). Atlantean records Islands of Wa (WAH). The people of Okuk are renowned as superior craftsmen, hardworking
from centuries past make note fishermen, and fierce warriors. Many small towns and villages lie along the coast, for the interior is
that the level of Lake Sung rises still largely wilderness and the mountains are said to be inhabited by wild tribes of men who never
and falls in pace with the level came under the dominion of the Dragon Gods.
of Baykul Lake in adjoining
T’sin Province. Atlantean Two large cities dominate the Islands of Wa: Nyoki (nee-YO-kee) and Kyushi (kee-YU-she).
alchemist-sages thought Both of these port cities produce silks, teas, and incense that are exported to other provinces and
that perhaps the two great lands beyond. Money and wealth flow back into the Wa Islands allowing its scholars to develop
lakes were somehow linked. phenomenal skills in horticulture as well as unique flower and fruit tree gardens.
Several expeditions of Tritons The northernmost of the Wa Islands is known as Hsuan (SWAN) Island. Legends say that
were sent into Sung Lake, but plants of pure gold and herbs made of jade grow here in hidden gardens watched over by the Jinn.
none returned. The Atlanteans The Khitian also claim that a magical herb grows on the island that, when administered in an elixir,
were unable to continue their
can even bring the dead back to life. However, the Lemurians who live here, and claim the island as
investigations when the Great
Cataclysm struck.
their own, have little tolerance for outsiders or the servants of the empire.
On the southern Goryeon peninsula sits the city of Fuzhou (FU-show), famous throughout
the lands for its excellent armorers, metalsmiths, and craftsmen. Some of the finest swords in
the empire are produced here by families who have maintained a tradition of weaponcraft for
generations. Outside of Fuzhou, however, much of the southern end of the peninsula is covered in
dense jungle where rare and colorful species of parrots, songbirds, and peafowl live as well as several
The Imperial species of giant serpents.
Gardens
The Gardens of Wa are CHU L’ANG PROVINCE
renowned throughout Khitai
and many wealthy mandarins
(CHEW luh-ahng)
benefit from the various herbal The southernmost of the Khitain provinces is Chu L’ang, which does a hefty trade in gold
remedies and alchemical and silk from its coastal capital of Ch’ung (chuh-UHNG). Seen as a gateway into Khitai from the
creations that come from barbarian west, the mandarins of Ch’ung do a brisk business in official documents, passports, and
them. In truth, however, the letters of introduction.
original knowledge for the
horticulture of Wa comes from
Off the southern coast of Chu L’ang is Hoi Naam (ho-ee NA-AM) Island. At one end of Hoi
recovered texts left behind Naam is the Citadel of Fu Zhin (FOO tshin). Since before the Atlanteans came to Jambu, Hoi
by the Lemurians, refined Naam has been considered a cursed land. Every year, for up to two months, dense fogs blanket the
with Ophidian alchemy, and entire island, hiding it from view from the sea and obstructing vision for everyone on land. The fogs
improved upon with Atlantean are so thick that it is said that the walls of buildings weep constantly during these times. The island
science. is primarily used to house convicts, prisoners, or captives taken during war. The Citadel of Fu Zhin,
a massive stone structure that dates back to the days of the Dragon Gods, houses a contingent of
military troops who ensure that the residents of the island never leave, nor have any contact with
outsiders. The shores of the island are rocky, though there is a harbor below Fu Zhin where supplies
are brought in and information sent out.

Spirit Weapons PAN P’O PROVINCE


The weaponsmiths of Okuk
(PAHN puh-OH)
work with enchanters to entice
spirits into their weapons. Centrally located in Khitai is Pan P’o Province, which includes the land on both sides of the
These spirit weapons require Chan Jiang (chan JEE-ahng) River and the no-man’s land near the Tashu (TA-shoo) Mountains.
regular appeasing or else they Farms dot the lowlands between the Chan Jiang and Xun Xi (zhun ZHEE) Rivers. The coastal city
abandon the weapon. Spirit of Nanki (nan-KEE) is an active fishing and trading port, receiving goods and tribute and funneling
weapons have small shrines them to cities in the north. Wu Han (woo HAN) is an important river port where tin and lead from
carved into their hilts and
the mountains makes its way to the cities of the empire. The capital of Pan P’o is the coastal city of
their owners regularly leave
offerings of spices, rice, wine, Sin Tao (seen DAO) whose great fleet of ships sails the waters of the Hwang Sea.
or other materials near the hilt
at night so that the spirit can HWANG SEA
enjoy them.
(hoo-WANG)
The waters of the Hwang Sea connect the provinces of Khitai. Patrolled regularly by Khitian
naval vessels, sailed by merchants’ ships, and fished by smaller boats, the waters of the Hwang Sea
are home to great sea serpents, sharks, and Makara tribes. There are islands scattered among the
Hwang Sea that are dotted with estates and mansions of the wealthy as well as numerous ruins of
Ophidian, Lemurian, and Atlantean origin.

170
GEOGRAPHICA
Daging, the City of Flesh
The Scholars of
(DAH-ging) Hoi Naam
On Khitai’s southernmost border sits a coastal port of ill-repute. Once a renowned hub of Though the prisoners
commerce for the Anunnaki, the Lemurian wars diminished shipping in the region for ages. The brought to Hoi Naam arrived
rise of the Atlanteans brought life and trade back after centuries, and as the gold flowed back into with little but the clothes on
Daging, so too did the Anunnaki. Loathe to sell the riches of Jambu to outsiders, the Ahl-At-Rab their back, they still managed to
bring a great deal of knowledge
city instead became a bustling slave-market, trading with others from around the continent and
with them. Over time and with
enterprising ship captains. The more ships that put in to port at Daging, the more the city needed the arrival of more and more
to entice and keep them spending. In time, brothels propagated near the slave markets. Bands of prisoners, the captives have
slavers and bandits down on their luck also sell their services as mercenary crews and guards. Now, developed their own small
Daging is a thriving commercial center once more, but its main commodity is flesh. society hidden from the patrols
of Fu Zhin. Occasionally
the captives will barter with
the military guards, offering
Kota primitive looking books filled
with philosophical wisdom,
(KOH-tah)
alchemical formulae, and
Kota is a nation of four distinct peoples: the Shan (SHAHN) of the northwest, the Muong religious insights in exchange
(MONG) of the northeast, the Isam (ee-SAHM) of central Kota, and the Khamar (ka-MAR) of for better food or equipment.
the south. All are of average height, have dark-brown skin, black hair, and almond-shaped eyes. The Warlord of Fu Zhin,
The Kotans are generally quite religious and most believe in a multitude of gods and spirits. a wizened and ancient Ahl-
At-Rab allows this illicit trade
Magicians of various sorts are slightly more common, and they are expected to appease the
to continue as long as the
beneficent spirits and frighten off those of evil intent.
prisoners do not seem to be
The Isam are seen as the ruling class and control much of the wealth of the country. They display developing anything that will
signs of Khitian, Veddan, and Meluhan influence, reflected in their customs, art, and architecture. allow them to neither leave the
The Khamar are the fishers and farmers of the lowlands. Generally poor, many of them are island nor threaten the empire.
skilled in the use of small, single-masted sailing craft, and are adept at weaving and net-making. Furthermore, he takes a small
The Muong live in the upland valleys, herding goats and working in simple mines. Many of the cut of the profits of selling the
wealth of the prisoners’ work to
Muong wear black clothing, and have their own separate religious practices from the other Kotans.
the occasional merchant vessel
The Shan live in the hill country where they produce fine pottery, metal implements, and wood that stops off at Fu Zhin on the
carvings. The men of the Shan wear turbans and decorate their bodies with elaborate tattoos. way to or from Khitai.
Kota has a small army, comprised mainly of Muong infantry and Shan archers. They currently
enjoy good relations with the Damalawans who control the waterways between the two nations.
Relations with Khitai are not quite so amicable. The Shan claim that the periodic raids from Chu
L’ang Province are expansionist in nature despite reassurances from the emperor’s court. Too, the
Kotans fear the tribes of Nethermen, savage Andamen and fierce Tampan (TAHM-pan) mountain Coral Fastness
folk who live in the Tashu Mountains to the north. In addition to the ruins
on the islands in the Hwang
Kotao, the city of small gods Sea, there are also numerous
submerged ruins. Some of
(KO-DoW) these are obviously Makaran
The Kotan capital of Kotao is an extension of the people’s religious beliefs. The city is dotted by in origin and others are clearly
identifiable as coastal towns
hundreds, if not thousands, of small shrines; each one honors a particular house, political building,
that either fell into ruin or
feast day, crossroads, family, trade, or anything else a political official or priest had ever thought were submerged by the Great
to bless. There are even shrines within shrines here and it is said that if a pious man were to visit Cataclysm.
a shrine a day for his entire life he would be long dead before he finished the task. Maintaining a However, there are also
shrine is seen as a noble thing, and everyone in the city tries to do a little to help upkeep the shrines. great coral reefs that appear
Every night at midnight the spirits and gods of the shrines awaken and walk the city. Most locals like walls and submerged
keep indoors at this time, out of respect for the small gods. The spirits seek out those with good constructions, where the coral
and evil in their hearts and punish or reward them as appropriate. These boons or banes are often and stones of the sea floor seem
very subtle, such as a kind fisherman having a week of good catches, or a greedy merchant losing to have the shape of sunken
cities, but the architecture of
his favorite ring.
these places does not conform
As a consequence of the spirit’s actions, there are no laws in Kotao and those new to the city to any known civilization.
often make the mistake of robbing something they shouldn’t.

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ATLANTIS: The Second Age
Meluha
(meh-LOO-ah)
South of the Kaila Mountains and the inhospitable Industan (in-DOO-stan) Desert, north of
Kota Polyandry the sweltering coastal jungles, sits the mysterious country of Meluha. The population is sparse and
A unique feature of Kotan
society is enforced fraternal
concentrated in the Akhan (AH-khan) River valley where the capital, Mohenjo-Daro, is found.
polyandry. A woman marrying a A sprawling city of mud-brick buildings, Mohenjo-Daro is an important trade link where
man is also expected to have merchants from an astounding variety of lands, by both sea and overland caravan, sell silks, spices,
conjugal relationship with all ingots of copper, iron, silver and gold, precious stones, rare herbs, slaves, and more; all are all traded
his brothers, although children in their season. Trade is so vital to Mohenjo-Daro that it has become known as the “Open City”,
born out of this relationship are for its gates never close.
strictly considered to be her Along the Akhan River, strung out like beads on a necklace, are other, smaller settlements.
husband’s. In some instances,
Closer to the coast is Amri (AHM-ree), where goods are taken off larger vessels for delivery upriver.
conjugal relationships can be
extended to parallel cousins as Channu-Daro (KAH-noo DAH-roo) is the next stop beyond Mohenjo-Daro, and is known for its
well, who are then considered colorful festivals, bazaars, and night life. Further still upriver are Harad (HAH-rad) and Rangpur
brothers and sisters. A man (RANG-per), two settlements that handle both overland trade as well as military training for the
marrying a woman is also Meluhan divisions of war elephants, light cavalry, and infantry men.
expected to have conjugal While the Meluhan nomads of the north who roam the edges of the Industan Desert more
rights over the woman’s sisters strongly resemble the people of Molodo (MO-LO-DO), most Meluhans are below average height,
but it is seldom enforced as with deep-brown skin, dark eyes, and black hair. While the poor, who make up the majority of
sisters are usually married
Meluha’s population, dress in little more than loincloths or saris of poor cotton gauze, the wealthy
across different villages.
Brothers sharing a wife or wives
dress in colorful robes, turbans, and capes of silk and velvet, and adorn themselves with gold and
are expected to contribute to silver, costly perfumes, and scented oils.
the welfare of the family in Meluha is a monarchy, with the sultan and his royal family dwelling in Mohenjo-Daro. A
equal share. Polygamy is also rigid caste system extends below the monarchs: the priestly caste, the warrior caste, merchants,
practiced by Kotan men when farmer-laborers, and the dasa, or peasant-slaves. Only in Mohenjo-Daro are the merchants wealthy
affordable. Kotans also have enough to be afforded a greater degree of respect, and are sometimes even able to influence the
a specialized group tasked government. In contrast, many of the dasa must rely upon their masters, beg, or even steal in order
with custodianship of their
to survive. Meluhan culture is similarly rigid in its laws and beliefs. Individuals may not rise in
native deities. These priestly
groups do not participate in the
caste, regardless of what they might accomplish. Women always appear veiled in public. Criminals
polyandrous relationship and are treated harshly, and those imprisoned are lucky to see the sun again.
are strictly monogamous. There is another city in Meluha, but its name has been lost to time and removed from all
official records in the nation. The former city lies somewhere in the Industan Desert, surrounded
by high walls and field of bleached white bones. The great wall surrounding it seemingly has no
entrances, and where gates once stood, brick and mortar has sealed the passage. Rumor states that
a single, immortal king remains within the city, living alone, sleeping in a high tower, and waiting
for a death that will never come to him. The rest of the city is peopled by the dead, slain by some
horrific plague that struck them all down at once. Some of their bodies remain, littering the streets;
some at work and some at play, but all stopped dead in the poses they held while alive. Further,
it is said, when the sun falls below the horizon, the ghosts of the dead rise up and return. They
populate the city, going about their business as if nothing had happened, unless disturbed by the
living. When they are disturbed, or so it is said, the entire city turns against the intruder, haunting
their steps nightly, until eventually their bones are deposited outside the city to serve as warning
against further trespass.

The Cabal of Dashkuda


In Mohenjo-Daro are a group of beings claiming to be gods. This group, known as the
Cabal of Dashkuda (DAS-KOO-dah), consists of tall, physically intimidating humanoids
whose heads are completely hidden behind vibrant, golden flames. They do not rule
the city, and do not interfere with its politics or policies. They all reside at a large and
expensive manse in the center of the city and all of their needs are taken care of through
donations and tribute given to them by those who worship them. While most people in the
city do give the Dashkuda a wide berth, there are those who seek them out. The Dashkuda
are known to occasionally dole out miracles — elaborate and amazing gifts, great and
powerful magics, intercessions with other gods — but at other times they demand and
enact mortal sacrifice.
In recent years, they have become more and more violent, meting out death more
often and with horrific methods. It is said that when they do so, they also consume the
souls of those they kill within the city. Secretly, some of the Meluhans have sent word out
into the world that a hero is needed to free the city from the terror of the Dashkuda.

172
GEOGRAPHICA
Molodo
(mo-LO-do)
A mountainous country on Jambu’s western coast, Molodo is nestled between Baluchis and
Meluha. The mountains that ring the small nation are rugged and difficult to traverse, but between
the arms of the mountains sits a region of plains where the Molodons make a living herding goats
and sheep or by meager farming on the lowland coastal areas.
The Molodons are of average height, with brown skin and coarse, black hair. They dress in The first thing that hits you
rough-spun wool garments, layered for protection against the harshness of the upper altitudes when when you arrive in a Mongalan
they must travel there. Most of their smaller settlements are tucked away in mountain valleys camp is the stench, These people
or along the coast, but they do have three large settlements: Karak (kah-RACK), Kandar (kan- burn dried dung for fuel, spend
DAHR), and Herat (hair-OT). 10 hours a day in the saddle,
The larger settlements are typically sparsely inhabited. Aside from a small group of local villagers and water is too rare to waste
and herdsmen stopping over as they roam from place to place with their flocks, the cities of wood on washing. That said, they
and thatch huts sit nearly empty except for a few weeks during the year. In Karak, small groups of have a marvelous board game
elders from all the tribes and villages gather to reaffirm old agreements, to settle disputes among call Menshu (men-SHOO); one
the clans, and to make new treaties. Tribal representatives also meet at Kandar once a year, bringing player controls multiple fast-
with them trade goods such as bales of fleece, wool blankets, small copper or iron ingots, and clay moving but weak pieces called
urns filled with mountain herbs. Sometimes surplus grain may be sold, as well as intoxicants such riders against a second player
as hashish. At these yearly meetings, prices are set and agreed upon for the following season’s trade with slow-moving but powerful
with Meluha. The Kandar meeting is usually accompanied by a great deal of singing, feasting, pieces called monsters.
dancing, and celebration. The third settlement, Herat, has a much grimmer purpose. Herat is Thalmia, Triton Sorceress
occupied by the various Molodon war chiefs whenever threat or danger seems imminent. Though
the Molodon tribes are not particularly warlike, they will band together to avenge or repulse attacks
by their foes, the horse nomads of Baluchis or the Makara of the Baku (bah-KOO) Sea.

Mongala
(mon-GA-la)
A barbarous land in the north of Jambu, Mongala consists of the Tu-HoloDesert as well as the
Kunlun (KUN-loon), Altai (AHL-tie), Hanga (HAN-ga), and Khinghan (KIN-gahn) mountain
ranges. Filled with dangers from the harsh climate and reputedly horrible monsters left behind
since the time of the Ophidian Empires, the only folk who live here currently are the Mongalans, a
sallow-skinned group of human nomadic hunters and herdsmen.
Skilled at tracking and the use of the short bow from horseback, the Mongalans are fierce
fighters who have a reputation as the finest riders and horse archers on the continent. Tribes keep
moving year round to find grazing land for their herds of goats, yak, and wild horses. During the
winter months, they move into the foothills of the mountains to hunt game or, if game is scarce,
they may even raid the neighboring lands of Himvati or Khitai.
The desert of the Tu-Holo is also home to vast bands of Nethermen called the Tu-Holons. Led
by scattered knots of Andamen, the Tu-Holons subsist on hunting or raiding the Mongalans for
captives. The Mongalans claim that the Tu-Holons are cannibals and mourn for any captives as if
they were dead. The Tu-Holons are thought by some to be escaped remnants of an Atlantean slave
army that fled Khitai after the Great Cataclysm. If that is true, they may have a cache of powerful
weapons hidden away somewhere, waiting for the time to use them.

THE NORTHLANDS
A vast and unclaimed wilderness region stretches along the northern coast of Jambu. This area
is largely uninhabited, except for herds of musk deer, caribou, wooly mammoths, saber-tooth tigers,
and packs of large wolves. By and large, these unforgiving areas are devoid of people, but a large
group of Lemurians who call themselves the Yeti (ye-ti) do lead a nomadic life across the tundra.
The Mongalans occasionally claim that the Yeti ride domesticated mammoth into battle; this
is partially true, for the Yeti do domesticate mammoths, and they once used them in battle against
Khitai, but they do not ride the great beasts. Isolated from their kin since the time of the Great
Plague, the Yeti of the Northlands are a secretive and almost primitive group. According to the
Mongalan and Khitian traders, it is possible to dissuade the Yeti tribes from attacking if a few
trinkets are given as a token of friendship, after which the Yeti are more open to discussing offers of
trade for musk, sable, horn, and hides.

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ATLANTIS: The Second Age
Sala
(SA-la)
A nation comprised of various tribes, loosely organized into a confederation and governed by
tribal elders, the villages of Sala dot the southern stretches of coastline and the grasslands of the
interior. The Salans do not live in the jungle regions in the north of their nation, citing ancient
stories of fearsome creatures that dwell in their depths.
I sometimes question tales The capital of Sala is the large and sprawling village of Vishaka (vee-SHA-ka), near which several
of the Yeti. This secretive band mines yield numerous precious stones. The Salans trade these gems to the Meluha in exchange for
of my kin allegedly roam copper and brass items. Traders say that the Salans are a shy and secretive folk. Little is known about
nomadically around northern their religious beliefs, which are thought to be shamanistic in nature. Large, carved, wooden images,
Jambu, occasionally trading with often over three meters in height, are placed outside of Salan villages. Some traders claim that the
merchants when offered trinkets, coiled serpents depicted in various postures in these carvings are meant to represent various forces
but have never in all these of nature, but Ahl-At-Rab who are shown the graven idols claim that hidden amongst the carved
centuries attempted to rejoin scales are fragments of Ancient Ophidian script.
their kin or their homeland in the Off the western coast of Sala stretches an island chain known as the Chana (KA-na) Islands.
south? It all seems too far-fetched. These islands seem to have once been an important port facility of some sort. Pitted stone and
I suspect that the merchants’ rotting wooden moorings dot the islands along with the remains of a small walled fortress on the
tales of the Yeti are just some largest island. Wealthy Meluhans and Veddans occasionally come here to hunt wild game such as
way to cover up illicit trade or lion, wild dog, and various species of fowl. Those who do so consider the ruined fortress haunted,
hide favored trade routes from and remain in the southern, coastal areas in an effort to avoid it. Most only stay on the island during
adversaries. daylight hours.
Caerwyn Ironjaw, Lemurian

Sarawa
(sa-RA-wa)
A largely undeveloped country in south-central Jambu, Sarawa is a relatively poor nation
comprised of four different tribes, each with their own customs and beliefs. Most live in small
villages in homes constructed of woven grasses or reeds over wooden frames. The name Sarawa is
one that seemingly predates the human tribes; the Ophidians called the region extending from the
mountains to the southern seas Sarawa in ages past, and the name remains.
The largest settlement in Sarawa is Pandah (pan-DAH), which is a conglomeration of four
smaller villages in very close proximity to one another. Pandah is a major center for trade amongst
the different Sarawan peoples and is home to the monarch of Sarawa.
The most populous of the tribes are the Kane (KAH-nay) who occupy much of the southern
coast. Primarily fishermen, they trade not only with the other Sarawans but with the Damalawans as
well. The chief of the Kane is considered the monarch of Sarawa and his warriors are responsible for
securing the coast against foreign powers. The monarch is seen as the absolute ruler of his own tribe,
but is considered something of a respected servant by the other Sarawan peoples. This is partially
due to an ancient tradition that prohibits the monarch from ever leaving the confines of Pandah.
It is believed that if he should do so, a curse would fall upon all of the Sarawans, changing them
into hideous, inhuman monsters. As such, the other tribes all supply a contingent of guardsmen to
watch over the monarch, but they are as much wardens as they are guards.
The Akh (OK) people of central Sarawa are farmers who grow large quantities of rice. Akh
villages are guarded by large, oaken gates, covered with strange glyphs and symbols that the Akh
believe keep out demons and evil spirits. Akh women always dress in colorful and elaborate
The sea here smells funny headdresses that contrast greatly with the relatively plain garments that Akh men wear.
and is home to heavily mutated The Lahtu (LAH-too) live in the mountains to the northeast. The Lahtu grow maize and rice,
Makara. I will not return without and herd goats. They also utilize a primitive bows armed with poisoned bolts, perhaps a remnant
a really good reason. from Atlantean expeditions into the Sarawan Mountains in ages past.
Thalmia, Triton Sorceress In the northwestern mountains dwell the Lishun (lih-SHOON). Like the Lahtu, the Lishun are
hunters, herders, and farmers. They wear large, turban-like headdresses, and adorn themselves, their
weapons, their homes, and even their goats with heavy silver bangles. Most Lishun are also addicted
to the mountain poppy, used extensively in certain religious rituals when not sold in Pandah for
export to other countries. Lishun holy men generally know some small magical tricks, though a
secret cult of necromancers is said to exist in this region.
Wild animals, including giant serpents and lizards, are common through the land, and ruins
of ancient origin exist in the unpopulated regions of the north. The Sarawans refuse to enter these
places or even go near them, so little is known about them in the outside world.

174
GEOGRAPHICA
Tamala
(ta-MA-la)
Off of Jambu’s northeastern coast is an island of ice-covered mountains and frozen tundra. In
this vast expanse of snow live the rugged Tamalan tribes. The origin of the Tamalans is unknown.
Some believe that they are humans descended from a small band of colonists from Atlantis; others
claim they are a lost tribe of Hyperboreans. Tamalan legends shed little light on the mystery, stating
only that their people migrated to Tamala from a “distant and hostile land”. These people undertake a
Whatever their origins, the Tamalans have a culture unique to Jambu. Surrounded by ice and terrifying form of sea fishing.
snow, the Tamalans worship fire. The largest Tamalan settlement, Saba (SA-ba), is the focal center Every year, during the days of
of their religion. It is here, in a protected shrine, that the “sacred fire stick”, an artifact of reputedly Wayeb, the tide goes out so
great power, is kept. Tamalans travel to Saba each year, bringing with them a whale oil lamp. far that the Tamalans can hack
Tamala’s religious leader, a shaman known as “The Keeper of the Flame”, lights each lamp with through the ice up to 100 meters
the sacred fire stick and thus every Tamalan family is provided with fire from the “one true flame”. away from the shore and gather
The Tamalans live in family clans of 20 to 200 individuals. Hunters of whale, seal, and caribou, shellfish under the meter-thick ice
they live in tent-houses of hides stretched over whalebone frames. They dress in layers of hide and in the space normally occupied
fur, and all their tools and weapons are made from bone and horn. During the worst winters, many by sea water. The sea returns to
tribes are forced to hunt farther and farther south. Driven by hunger, some cross the freezing seas in its normal level in less than an
their kayaks to raid small villages on the coast of Jambu for any such food they can obtain. hour and more than a few lives
are lost each year trying this.
I declined to try…swimming
under ice terrifies me.
Taproban Island Thalmia, Triton Sorceress
(TAP-ro-bahn)
Southwest of Vedda is the island of Taproban, an uninhabited region covered in dense jungle.
Several strange creatures, such as the two-headed, serpentine amphisbaena (am-FEES-bay-na)
and the gold-and-silver-eating alicanto (ah-LEE-can-TO) dwell here, along with many species of
tropical birds and snakes. Though Taproban is said to be rich in precious stones and metals, few
people come to this wilderness isle due to the fierce reputation of its wildlife.
The Lemurians claim that during their wars with the Ophidians, an alchemical laboratory
dealing with dragon-breeding experiments was built on Taproban. The Ahl-At-Rab and Naga of
Jambu claim that if any such place did exist, it was lost long ago. But strange lights are sometimes
still seen in the skies above the island and the Veddans have long feared the place.

Kaliya made a slippery escape


Vedda yet again when we tracked him
to a ruined temple of Set among
(VAY-dah)
the island chain of Chana. The
Vedda is a small country occupying the southern tip of the Salwah peninsula. A single-city, Naga enthralled the local shaman
Veddashud (VAY-dah-SHOOD) and its immediate environs are the only settled areas of the region, and perverted their abilities
the rest of the country being made up of deep jungles and swamplands. Veddashud serves as the to summon a primordial earth
capital and is known for its elaborate temples and shrines. serpent that lay asleep in the
The Veddans resemble the Meluhans, but Vedda’s hot and sweltering climate makes the local verdant soil. We managed to
mode of dress much different. Many Veddans wear only the lightest of garments possible, as well kill the damned thing but Kaliya
as staining most of their exposed skin with henna, which results in tones of deep reds, oranges, and slipped away again. We had to
browns. The Veddans are ruled by a monarch known as the raja (Ra-Jah) who lives in a great palace bury Wago and his sister Druna.
within the city. Below the raja, society is divided into a strict caste system. The ribhus (REE-bus) This broke Petranova, who
caste is the royal family in all of its branchings and inter-marriages. The rudras (ROOD-ras) are retreated deeper into her lotus
the state’s military warriors and commanders who work to protect the people. The vayu (VAH- pipe. I want to help this girl, but
yoo) and sadyhas (SAH-dee-as) are mystics and priests who intercede with the gods on the people’s she is so morose these days.
behalf. The visua (VEE-soo-ah) are the nobility, charged with preserving the traditions and laws of Donobey of Nubia
the land. The maruts (MAHR-oots) are magicians, shamans, sorcerers, and the like who deal with
the unseen world. Gandars (GAHND-ars) are musicians and artists, afforded respect and honor for
preserving the traditional arts of the nation. The merchants, vasu (VAH-soo), and craftsmen, tattva
(TAHT-tvah), learn trades and support the local economy. The lowest caste are comprised of the
peasants and beggars, ahribu (AH-ree-BOO), and slaves, aja (AH-jah), who work and toil in the
dust and mud of the earth.
Much of the Veddan economy derives from trade with Mohenjo-Daro, though some ships do
sail east to Khitai or west to Gondwana’s eastern ports. The plentiful supplies of gold, precious

175
ATLANTIS: The Second Age
stones, ivory, rare woods, and resins are highly sought after in other lands. Veddan craftsmen keep
the best of these raw materials to turn into useful and ornamental goods of all sorts. So fine and
renowned is their craftsmanship, that high-quality goods from Vedda can bring five to ten times the
prices of similar, good quality items from other lands. The money that flows into Veddashud from
its trade is such that the royalty and upper classes are among the wealthiest people in the known
world, rivaling even Atlantean princes. Most have their every need attended to by servants or slaves
imported from Mohenjo-Daro. Unfortunately, most of this wealth is concentrated in the hands of
One of the hidden inlets the upper castes, and the vast majority of the Veddans are poor and underfed. Discontent amongst
conceals a seasonal Triton village. these neglected people runs high and civil disturbances are not uncommon.
The clan stays here during the The Veddan military is small, but highly regarded in Jambu. Heavy war elephant units equipped
summer to work metal and enjoy with four- to six-man war towers, and cavalry mounted on elephants and carrying four- to five-
the hunting. meter long lances are considered superior to many other regional military units. It is said in Meluhan
Thalmia, Triton Sorceress that the Veddan royal guard even have a small number of rhinoceros units, but this is a disputed
claim. There are a number of respected Andamen in the Veddan military; bull-men, jaguar-men,
and lion-men are all fairly common. Their expertise is credited with establishing Veddashud and
holding it against the Ophidians in ages past. There is also a small Veddan navy, but it mainly exists
for trade purposes.
The Veddans worship a multitude of the Orixa, with temples found throughout the city, lavishly
decorated with intricate carvings and frescoes. Some shrines are hidden away in alleys, or seemingly
abandoned buildings; these more private shrines are used by the poorest or those who practice rites
outlawed by the government. There are Veddans who do not live in Veddashun. The folk of the
jungles, of Camphor (CAM-fore) Island, and the village of Shiri Nahar (SHEER-ee NA-har) tend
to be more shamanistic in their religious practices, revering the first significant thing they see each
day as a divine sign.

The Stranglers of Veddashun


A secret cult devoted to Ba’al exists within the teeming metropolis of Veddashun.
Adherents believe that by killing others ritually, sacrificing to their dark god, they can earn
his favor and perhaps stave off their own eventual demise. Due to Veddan traditions
against bloodshed, however, these cultists instead focus on strangulation, using knotted
cloth that can easily be hidden or disguised for some other purpose. The cult is small, but
growing, and is responsible for a large number of deaths and disappearances in Vedda
Two warring clans prepare for each year.
battle over the Veddan throne:
The five Pandavan princes and
their 100 cousins, the Kauravan Rebellion!
princes. Members of the Veddan lower classes have banded together to form a group known
The Pandavan and Kauravan as the Ktaj (kuh-TAJH). The Ktaj are a mixture of cult and rebel group, combining worship
clans each say their line has of a goddess called Ktaji-Nev (kuh-TAJ-hee NEHV) with their political agenda. The Ktaj
legitimate claim to the throne and take it upon themselves to bring justice and equality to Vedda; they murder members of
none are willing to give ground. the upper classes, disrupt trade, and sabotage government buildings. In recent years, they
Each is amassing large armies all have taken to killing anyone they see as “collaborating” with the upper classes and people
are terrified of them. The group makes their home in a ruined temple, hidden in the deep
over the Vedda and neighboring
jungle that they have rebuilt into a fortress. The Ktaj and the Stranglers of Veddashun don’t
countries fear the escalation and get along, and their bloody clashes are the stuff of horror stories.
future conflict will spill over into
their lands.
Be aware of what part of Z
emlazelan
the country you’re in and who (TSEM-la-TSAY-lan)
controls it. Don’t speak favorable
Situated between Jambu and Jotunland in the North Sea, the isolated and seemingly uninhabited
of the Pandavans in the Kauravan- island of Zemlazelan is a rocky, cliff-cut island. No settlement of any sort has lasted for more than a
controlled regions or vice versa. generation or two in the history of the island. Not only are the climate and terrain both harsh and
Donobey of Nubia unrelenting, but the native life on Zemlazelan makes it a dangerous place to visit, much less live.
Much of the animal life found on the island tends towards the fierce and predatory. Dire wolves,
cave bears, great mountain cats, and giant rams all live in the Saragava (sa-ra-GA-va) mountain
chain that forms the spine of the island. This jagged crest is also the home of varieties of wolverines,
immense rocs, and giant lizards.
The southern regions of the Karmakula (car-ma-COO-la) Hills are almost perpetually foggy.
These rolling grasslands are home to herds of wooly mammoths and a few scattered wooly rhinoceros.
Both of these behemoth species have long, coarse, snow-white fur that darkens to a spotted brown
during the brief Zemlazelanian summers. Their massive tusks and horns are highly prized by traders
who have been known to pay exorbitant prices for such items. Some believe that the ground-up
ivory of these beasts has magical properties.

176
GEOGRAPHICA
Jambuan Flora
Vulgar Tree
Vulgar trees grow along the central ridges up near the alpine edges of the mountains. Old
ancient trees are warped and stunted, with twisting trunks and branches. The leaves are small, and
the roots spread over rock and ridge, anchoring the tree against the winds that come storming down
the mountains. The branches are so contorted against the trunks that they create spaces that the
winds blow through, creating moaning sounds. When winds are high, the groaning and moaning
sounds like a mob muttering and sharing in some sort of painful experience. Some have likened
the noise to a torture chamber… or a crowded bedchamber. It is rumored that one can use vril to
transform the groaning into words that foretell the future.
Effect: Can be used to aid Sensory Mode attempts, granting a +2 bonus. For witchcraft
practitioners or if the trees are altered by Lemurian botanical skills, this bonus increases to a +6.

Mountain Nests
Above the tree lines, but before the permafrost and snow prevent all flora, are a series of small
shrub-like plants that have branching tentacles of wiry stems covered with small green leaves. These
mosses create perfectly formed spheres of green with an opening in the top much like a nest.
With very little root system, the nests can be pulled up whole from the alpine meadows. The soft
plants are often used in folk medicine by mountain dwellers and often flavors breads, soups, and
porridges. When dried mountain nests create brittle balls that readily crackle when brushed against.
They can be hung as alarms to alert locals when someone is coming too near.
Effect: Food item. When trying to avoid dried nests, an Evade or Athletics roll, DoD -8, is
required.

Horsepine
Horsepines are large short-needled pines found throughout the bases of the mountains cutting
Jambu in two. The trees used to cover much more of the flatlands on either side of the range but
various civilizations have removed much of the timber over the centuries. The high-quality wood
is used as whole trunks for masts of sailing ships, and as boards for flooring and walls of buildings.
Pine bark bread is made and fed to livestock, hence its name. The pine tar has been used to rid
the body of parasites of all types as well as to make turpentine and preservatives. It is believed that
stands of horsepines are the dwellings of the gods.
Effect: Wood, food staple. Grants a +3 bonus to Medicine rolls.

Candlestaffs
These plants begin their first year with a large rosette of leaves followed by a tall central stalk
the second year covered with bright orange flowers. The prostrate rosette of soft leaves can be up to
a meter across and the central stalk will grow for several months, getting to four meters in height
over time. The plants have been linked to witches, who are said to cast spells over the plants to
make torches or indicators that will droop in the direction of whatever the witch desires. It is said
that the plant can bespelled to create a makeshift staff against evil or curses, banishing them. The
flowers create yellow and orange dyes, and the seeds are poisonous to fish and amphibians, but not
humanoids, therefore making it an effective hunting tool.
Effect: Grants a +2 bonus to Sensory Scrying attempts. Seeds can are a strength 4 poison to
fish, amphibians, and Triton Andamen.

Cuallaso
These subtropical plants have light-green leaves and dull red or orange flowers. The plant’s root is
harvested for its antispasmodic properties and is often used to combat one of the major symptoms
of a local feverish condition called mumsy. In high doses it is known to cause hallucinations and
inhibit memories. While on occasion youngsters are known to try the plant in a recreational fashion,
the effects are incredibly unpleasant and even dangerous. Some civilizations’ militaries have been
known to use the plants as an interrogation device to gain confessions. Criminals have often used
Cuallaso as a suggestion drug and to aid in robbery.
Effect: Grants +4 bonus to Medicine rolls. Alchemical poison, Dod -8, reduces WIL by -4
when interrogated or when being influenced.

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ATLANTIS: The Second Age
NAMES NAMES NAMES
Baluchis, Zemlazelan Damalawa, Dravidia, Meluha, Himvati
Male Female Molodo, Sarawa, Taproban Island, Male Female
Vedda
Akhgar Afsaneh Anil Amrita
Male Female
Arsalan Bahameen Cetan Chesa
Adikavi Aadrika
Borna Darya Gephel Dohna
Bhadrak Bhagwanti
Cirrus Elnaz Gyaltso Ekadzati
Chatur Chapala
Danush Fereshteh Jalus Gokarmo
Devdan Daksha
Farid Gelareh Kalden Hariti
Ekaaksh Elakshi
Hami Khatereh Lobsang Kamala
Ganaka Harita
Iraj Mahasti Mingma Lasya
Gopi Kalinda
Javeed Nasreen Norbu Namkha
Himadri Kumuda
Kaveh Orkideh Rinzen Opame
Jai Leela
Kiarash Sarvenaz Senge Sangmu
Kanak Nalini
Namvar Shahla Tenzin Torma
Manoj Padma
Omeed Tarsa Thokmay Yongten
Naval Rohana
Parizad Yasaman Yeshe Zigsa
Param Sanya
Sanjar Zoya Zenji Zopa
Rajiv Tanirika
Surya Usha

NAMES NAMES
Khitai, Kota Mongala, Tamala
Male Female Male Female
Bo An Arslan Altantsetseg
Chao Bai Bataar Bayarmaa
Cheng Bao Bayan Bolormaa
Gang Chun Chuluun Enkhtuyaa
Heng Fen Enebish Khenbish
Huang Hai Ganbaatar Khongordzol
Hui Hua Gansukh Narantuyaa
Jian Jiang Kadan Nekhii
Kun Mei Muunokhoi Oyunbileg
Lin Ping Monkhbat Sarangerel
Ru Qing Naranbaatar Sarantsatsral
Shui Xiang Otgonbayar Suren
Wei Xue Sukh Tolui
Wu Yu Temur Tsetsegmaa
Yong Zhou Tomorbaatar Uranchimeg

178
GEOGRAPHICA

179
ATLANTIS: The Second Age
Jambu

Location Adventure Seeds


1. Serpent’s Kiss The home of the regional governor of Okamchak contains a spirit gate
A great stone statue of a dragon lies half-buried in the rubble and rocks of ancient manufacture. The spirit gate stands alone, guarded by a hundred
of an ancient landslide. Though a few broken plinths are nearby, there is of the best soldiers in the province. The reason for this guard is simple; every
little else to suggest a city or settlement once stood here. Nonetheless, many so often the gate heaves with Vril energy and tears open space and time to
make pilgrimages here to “kiss the serpent.” They stick their heads inside the disgorge strange people or monsters. Anyone stepping through the gate is
stone serpent’s mouth and whisper their deepest desires into the pit beyond. summarily executed by order of the governor who believes that the gate is
Some claim that the worthy have their wishes granted within a year. The the work of demons.
scattering of cairns nearby are mute evidence that not all pull their heads
from the seemingly lifeless stone. 9. The Mountains of the Dead
A number of Molodo’s mountains are not what they first appear to be.
2. The Graves of Night’s Embrace A goodly number of the mountains are in fact unspeakably ancient cities,
Near the edge of the Black Jungle, there is a huge pit lined with stone. each one identifiable by barely visible roads, walls, and carvings. The conical
Niches carved in the walls of the pit hold bodies twisted by all manner of cities have each been sealed by stone and spell, making them nigh-on
unknown calamity as well as their grave goods. Only fear of the Black Jungle impregnable, though the few that have been penetrated seem to consist of
keeps these treasures safe and only ancient duty compels the Dravidians to naught but mile upon mile of empty, dust choked corridors.
bury their most honored dead in this place.
10. The Whispering Walls
3. The Emperor’s Tomb The mines of Sala could be much richer still were the locals to dig deeper
The tomb of one of the ancient Annunaki is buried in T’sin Province. within the earth. Miners who dig deep hear voices speaking in a strange
Above ground, a huge and sprawling city complex has developed around language, as if a bustling city lay just beneath their feet. As they dig down
the temple grounds and the shrine dedicated to this ancient serpent-lord. these voices grow in volume, eventually becoming so loud that the miner’s
Though no one has ever ventured below the shrine, legends tell that rivers of ears bleed and some even go insane. The local mine owners would pay a
poison, the blades and spirits of a thousand slain soldiers, and the immortal great deal to find out the source of these voices.
and entombed sorcerers sworn to service still wait in the darkness.
11. The Divine Ladder
4. The Ice Caves of Yeth In a humble mountain valley lies the mountain known as Pilgrim’s
High in the mountains of the Northlands are said to be a series of Paradise. The mountain’s top is always shrouded in heavy white clouds and
caves that bore down through the ice. Venture deep enough within, claim on the eastern face is a sturdy wooden ladder that ascends to the very top
travelers, and the air begins to warm once more. Further still, past fierce or beyond.
Yeti, chained barbarians, and enchanted pools, one might find a hidden
settlement buried in the heart of the mountains from which piles of gold, 12. Dragon Mountain
gems, and ancient scrolls sometimes emerge in the hands of the brave. In the Northern Waste is a single black mountain where the ancient Naga
practiced their Dark Arts. Long ago the mountain’s inhabitants all died in a
5. The Watery Isles of the Dead great explosion that burned the mountain black and ripped the souls from
Submerged off the northeast coast of Jambu is an ancient temple the living. The hungry ghosts of the inhabitants now roam the mountain
complex where the ancient Annunaki once interred the remains of their searching for their bodies or anything living to reside in. Surrounding the
honored dead. In ages past, Vril was channeled to the temples to maintain lonely mountain are iron poles decorated with wind chimes and streamers
ever-burning fires dedicated to gods. During the wars with the Lemurians, of brightly colored silk to keep the ghosts at bay.
those lines of Vril were severed, turned back on themselves, and diverted.
The great Mausoleum Temple of Loong Nogo vanished beneath the hungry 13. The Caravan of the Dead
sea along with its secrets and its dead. Along the Silk Road from Khitai to Mohenjo-Daro is what remains of
an ancient merchant caravan train. No one knows what killed the caravan
6. The Great Chain that consisted of over one hundred large wagons loaded with many exotic
The fastest way through Damalawa is the shipping lane known as items. The bodies of the caravan merchants and guards still sit in their seats
the Sh’esh Way. The lane passes between the island of Loempang and the or upon their skeletal steeds. When the moon is full the caravan moves a
smaller island of Umapang to avoid the extensive reefs in the area. The single kilometer closer to the sea to the west and any who try and take their
great chieftain of the boat people recently placed a massive chain across this cargo are dealt with harshly.
passage to stop travelers avoiding his tolls. The chain has caused a great deal
of consternation amongst the great trading nations and rumor has it that 14. The Puzzle Town of Kaz
Tharshesh is planning a coup to deal with the chieftain. In the mountains of Sarawa is a small town built of brass and stone
with streets that run in concentric circles. At the center of the town is a
7. Xinjiang Star Singers tall broken tower. The buildings shift on tracks creating a maze that keeps
The Xinjiang are often overlooked and dismissed as just another intruders out, or perhaps something more sinister in.
lost colony but early Atlantean scholars pointed out that elements of the
Xinjiang language and culture were like nothing found on this Earth. The 15. Temple of the Horse God
most ancient Xinjiang poems claim that their people came from the stars On a windswept plain sits an unassuming stone hall. Inside is the grand
on ships of silver. One fragmented translation of an early song sent scholars palace of the horse god. The palace is populated by a peaceful Mongalan
from Atlantis scurrying across the world in search of one of these “silver tribe that lives to serve and welcome any traveler into the enigmatic horse
ships”. god’s home. At the center of the palace is a golden pool that endows any
horse or riding beast with supreme speed and stamina for the span of three
8. The Six Demon Gate moons.

180
GEOGRAPHICA

181
Lemuria

182
Lemuria Region
(Le-MOOR-EE-aH)

Lemuria is an immense continent of primeval jungles, darkened swamps, and towering


mountain ranges. Though charted to some extent by Atlantean explorers during the Golden Age,
few such maps have survived to the present day. As such, detailed charts of the Lemurian interior
are much-prized by certain scholars, and can sometimes be sold for surprisingly high prices.
As might be expected from its position on the world map, tropical conditions prevail in
Lemuria. Heavy rains are common, occasionally accompanied by hurricane-force winds. The hot
and steamy climate affords an ideal medium for plants of all sorts, and swatches of dense vegetation
can literally spring up overnight. The profusion of plant life in turn supports an astounding variety
of animals and wild beasts, many of which can now be found only on Lemuria. The black rhino
was a common sight in Lemuria centuries ago and to this day the Lemurians themselves use the
great beasts as mounts. The rhino population has fallen greatly in the last few centuries but the
Lemurians seem unconcerned.
Though Lemuria is essentially an uncharted and untamed wilderness, its wealth of untapped
natural resources has always been a lure to certain daring adventurers and opportunists. Some have
made their fortunes in this strange land; others who ventured into Lemuria’s jungles have simply
never returned.
Natives are rare, with the Lemurians being the obvious exception. Small Andamen and
Nethermen tribes make the interior their home, leftovers from Golden Age expeditions. A scattering Lemurian
of human tribes inhabit Lemuria’s coastline, and it is these peoples who have the most contact with Settlements
Lemurian settlements are
outsiders. Ahl-At-Rab are almost unheard of in Lemuria, being the one race the Lemurians kill on based around Nogitah (noh-
sight. GEE-tah) trees, a massive
species of tree with a unique
multi-trunk nature. A Nogitah
tree might look like a mass
Golian Desert of thick interwoven individual
(GO-Li-aHn) vines to an outsider, but in
reality, they are all a single
entity. The nature of the vine-
This expansive desert lies amidst the Golian mountain range. The sand here is laced with tiny trunks means that the center
crystals and the desert becomes a sea of glittering lights during sunlight hours. This effect may of the tree is a mass of small
sound pleasant but it is anything but; the beams of light dazzle and may blind anyone traversing nooks and tunnels. It is in these
the land. This is one reason that the desert is avoided; the other is that the entire place is devoid of areas that the Lemurian natives
any form of life, except a tiny maggot that gorges itself upon organic matter. This maggot, called a make their homes. The tree
crystal worm by the Lemurians, eats relentlessly until all food in the area is gone; it then cocoons reaches about 250 meters wide
on average and commonly
itself inside a small crystal where it transforms into hundreds of tiny maggots, awaiting the scent of
grows in small copses of ten
organic life to begin the cycle again. Little wonder that the Lemurians call the place “Deathsand”. or so.
The desert is a massive ecological disaster waiting to happen; only the high walls of the valley it rests The Nogitah tree achieves
within prevent the maggots from spreading further. A few giant specimens of crystal worm grow its great size from a constant
so huge that they can devour a horse whole; the cocoons they produce are the size of wagons and influx of Vril energy it draws
would be highly valued if they were transported outside of the desert. from its surroundings. The
Lemurians use their knowledge
of Vril flows to channel the
mystic energy into the trees, so
The Golian Mountains that each Lemurian settlement
has vast stores of power to
Stretching along the southeastern coast and into the interior of Lemuria, the Golian Mountains draw upon. Typically, a single
form what is perhaps the world’s largest mountain range. Several peaks in this range (most notably Nogitah tree is home to a
Mount Sarak (SAH-rack) and Mount Nawa (NAH-wah)) are among the highest in the world. East clan of 10 to 30 Lemurians.
of the Sarakan Jungle is the aptly named Golian Wall, whose palisades explorers have called the The Lemurians have five
steepest and most treacherous cliffs in the known world. massive cities remaining in
Where the Golian Mountains reach the coast is the small settlement of Pahn (PAHN). Unlike Lemuria, each one consisting
other Lemurian cities, Pahn is all that is left of a port city built by the Atlanteans. In the ruins and of hundreds of Nogitah trees.
The Vril energy these cities can
rubble of ancient architecture it is possible to see where the Atlanteans attempted to create a city
bring to bear when needed is
based on older Lemurian sensibilities. Towers lean towards one another, forming pyramids whose staggering.
tops branch with walkways and balconies. However, many of these towers have long since fallen
or remain empty. Though the harbor and the buildings closest to it are kept clear, those structures
farther from the shore have been abandoned to the encroaching jungle or destroyed by giants.

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ATLANTIS: The Second Age
The Golian Mountains are home to a host of hostile creatures. Along the northern edge of the
Golian Wall, the most common predators are pterosaurs and pterodactyls, which make their nests
high atop the sheerest rock faces. The coastal ridges to the south are visited by great flying snakes that
migrate north from the nearby continent of Mu. Tribes of giants dot the mountains, occasionally
The White City raiding the surrounding lands for slaves and treasure. Small tribes of Nethermen, Andamen, and
Close to the center of the
Golian Desert lies the fabled
humans also dwell in the mountainous heights, but their scattered communities rarely number
White City. Only reachable by more than a few dozen who eke out an existence between the predators and the giants.
air, the city is a small outpost The region’s flora, while sparse at best, is notable for its hardiness and variety. The mountains are
of less than ten alien-minded also blessed with a vast array of gemstones. The draw of rare herbs and jewels tempts many treasure
sorcerers. The walls of the city, hunters to their deaths each year. Local human tribes have learned that some valuable stones can
built in the Golden Age, were be found lying in areas where rain cascades down the mountainside and gathers in pools or natural
equipped with Vril lattices to basins. Of course, these areas are often watched by giants or worse.
repel the crystal worms. The
enclave was entrusted with
studying and finding a way
to mute the crystal worm’s
voracious appetites. The Koror
Cataclysm put this on hold (KO-roar)
as the lattices shattered and Surrounded almost entirely by the towering peaks of the Golian and Tarakan (tar-AHK-ahn)
the Vril pyramid inside blew mountain ranges, the Koror Valley is one of the last surviving habitats for the great beasts known
up. The detonation had a
as dinosaurs. Although the vast majority of the colossal beasts are now extinct, several varieties
strange effect on the Atlantean
sorcerers stationed here, can still be found in Koror, most being of the small to middling variety. Scholars and adventurers
bonding their bodies to nearby came to Koror to study or capture these great reptiles in the past, usually with fatal results, as the
crystal worms. This bonding creatures are not hospitable to intruders upon their prehistoric home. The Lemurians who dwell
was a terrible shock and the here are quick to dissuade outsiders, using poison-tipped darts and misdirection to drive off or
Atlantean minds shattered; confuse trespassers.
the Crystal-Atlanteans turned The Lemurian city of Pongini (POHN-gen-eye) is situated deep in the Koror. Surrounded
on their assistants and by walls of thorny vines and thick hedges, the Pongin work to preserve what they can of the
slaves, devouring them before
ancient forest valley and its reptilian inhabitants. Small bands of humans and Andamen work for
cocooning themselves when
the food supply ran out. The the Pongin by patrolling the borders and steep foothills; many of them fear the dinosaurs as much
Crystal-Atlanteans wait in as they do the Lemurian poisons.
stasis for the proximity of a
new food source to awaken
them. The Lawgivers’ Temple
During his time on Earth, the Lawgiver engraved his infinite wisdom on the skin of a
small seed and buried it deep within the earth. Seven days later the seed grew into the first
Nogitah tree, the largest that will ever be. The Nogitah had a great hollow in the center of
its trunk inside which, inscribed on the walls, were his teachings. The ever-living tree holds
all the wisdom and knowledge given by the Lawgiver to his children. Those that wish may
The Black Heart of come and make etchings of the words written there and none are barred from receiving
Mu this treasure.
Lemurians avoid the Golian The tree sits at the center of the Pongini and is guarded by 108 battle-ready scholars
Mountains and say that the who study every word looking for additional meaning in the scriptures and text.
plague that wiped out so many Those that study for a day inside the temple receive a bonus of +5 to any single INT roll.
of them in the prehistoric era
originated as an infection
spread by the flying snakes of
Mu. So much of the early lore
Ngani Swamp
has been lost that it’s impossible (NA-Gah-NI)
to tell if this is true or not. The
Lemurians did fight a mighty Along the southern coast and adjacent inland areas lies the sunken expanse known as the Ngani
battle on the slopes of Mount
Swamp. Here the plants and trees grow in the most hideously gnarled shapes, and the air reeks of
Nawa in the closing days of the
war so there may be some truth the fetid stench of rotting vegetation. Giant leeches ply the brackish waters, many attaining a length
to the matter. Darker Lemurian of 1.2 meters or more.
legends speak of a “heart of Ghouls haunt this foul swampland, transformed from the bodies of dead Nethermen or
darkness” that beats unseen Lemurians. Obscured by clouds of noxious vapor, demonic servants of Ba’al eagerly await their next
within the Golian Mountains, a victims. And yet, with all its horrors, the Ngani Swamp is the most traveled region in Lemuria.
foul object that can turn even There are two reasons for this seeming contradiction: black pearls and the black lotus.
the purest creature into a
Ngani black pearls are among the most precious baubles in the civilized world. Only in this
corrupted monstrosity.
region can the peculiar species of shellfish that create Ngani black pearls be found. Some Salawati
island tribesmen come here, risking life and limb in order to obtain these glistening, obsidian gems.
Here, a lucky diver can make a small fortune in short time, if one can avoid falling prey to the

184
GEOGRAPHICA
Greed Run Wild
One might wonder what happened to make a single swamp such a hotbed of greed.
One might start by looking at the strange black substance leaking from the riverbeds that
dot the region. This black oily substance is the blood of something timeless that sleeps
beneath the Ngani swampland. One long-dead Atlantean scholar postulated that this
substance is the blood of Ba’al or Set. This is not the case; the creature that lies beneath
Ngani is much older, though it is Ba’al that has twisted the creature’s blood to his own end,
using it to inspire greed, murder, and to corrupt humans and Atlanteans both.

swamp’s predatory beasts. The native humans sometimes ambush would-be divers, finding more
profit with less risk that way.
The narcotic pollen of the black lotus is also to be found here, growing amidst the tangled roots The stories I heard as a boy
of certain swamp trees. For years, the wealthiest Turanian and Sheban merchants have sent ships of of the grandeurs found in the
mercenary adventurers to this swamp, in hopes of acquiring a few ounces of the infamous “Ngani “city of trees” did nothing to
black”. prepare me for what I saw. Our
The Nethermen, Andamen, and humans who live here are outcasts and fugitives, forced from travels finally brought us to the
the other lands of Lemuria. It is rumored that the tribesmen gather pearls and lotus for some dread birth place of the Ape-men and
master in the swamp and that they have a secret fortress of bone deep within filled with all manner I’m sorry that I did not take
of riches. advantage of the wonders found
there. So consumed was I with
vengeance on the Naga Kaliya
that I overlooked the kindness
Sangir and serenity of this land. I’m
(SAN-GEER) especially ashamed at how I
treated Caerwyn here, when she
The northern and northwestern coastal areas of Lemuria — called Sangir by the Shebans — wanted to take time to visit the
consist entirely of dense jungle. This area is inhabited by a number of wild beasts, many of whom great temple of the Lawgiver.
are dangerous to man. Poisonous and constricting snakes are also common, and are the bane of I know that day I lost her as a
unwary travelers in this realm. Sangir is home to the second-largest Lemurian settlements on the friend.
continent. Two massive cities lie here in the jungle-clad foothills of the Tarakan Mountains. Trusted Caerwyn gathered supplies
outsiders are welcome here but earning that trust can be the work of a lifetime. The Lemurians that included alchemical potions
have little interest in trade with others, though they occasionally exchange alchemical creations or of restoration made from several
enchanted objects for knowledge in the form of books, tablets, and scrolls. rare plants only grown on the
The cities of Sangir, like all Lemurian settlements, lack a king or formal ruler. The cities are ruled island, and then we were off
by councils chosen from the ranks of the wise. This system works well for the passive Lemurians, as again south to the land of snakes
those that actively seek power are immediately forbidden from taking office. and the Screaming City.
Near the coast, Sahel (sa-HELL) is a settlement open to outsiders. Though the majority of the Donobey of Nubia
city is situated in Nogitah trees, there are small primitive huts and a few stone buildings scattered
on the ground and hillsides. A large delta reaches the sea near Sahel and allows traders in small,
shallow river craft to reach the city.
Further inland sits the city of Orrori (oar-ROAR-ee). Here, multiple copses of Nogitah
were encouraged to grow atop several adjoining hilltops. The result over centuries of careful
encouragement is the sprawling city of Orrori. Below the city, nestled between the hills, is a hidden
pool that the Lemurians regard with almost sacred awe. Though a few outsiders may visit here, the
Orrorin insist all foreigners depart on the nights during and surrounding a new moon.
Traders who have journeyed to Sangir report an abundance of many useful varieties of herbs
and plants; draconium, lotus, tamarisk, and jasmine are said to be especially common. Hemp, jute,
and asarabaca are also native to Sangir, and can be obtained in large quantities. Would-be herbalists
would do well to be on their guard, however, as Lemurians regard the removal of such items as theft.

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ATLANTIS: The Second Age
The Sangir
The Sarakan Jungle
Sphinxes Amidst the western and central regions of Lemuria lies the Sarakan Jungle. Located north of
It is said that some long- the Ngani Swamp and west of the Golian Mountains, the Sarakan Jungle is easily the wildest and
dead race made their home most inhospitable region of Lemuria. Explorers in this realm have understandably been few, given
in the Sangir jungle before the relative inaccessibility of this almost hidden land.
the time of the Lemurians. No Here dwell monstrosities that defy the imagination: giant lizards over 30 meters long, bat-
evidence of the existence of winged reptiles that make their nests amongst the nearby cliffs, and serpents the thickness of a
this race has ever come to light horse’s torso. Even the very plants and trees grow as if unrestrained by natural law, with both
beyond Lemurian folk tales and wondrous and horrific results; a single fruit is large enough to sustain seven men, a hedgerow of
the strange Sangir Sphinxes.
thorns becomes a barrier of spikes, a plant whose normal counterpart might feed on insects is large
These twin sphinxes, each
over 50 meters tall, are made enough to snap men up like flies. It is in this strange region that the Lemurians have their heartland
of mahogany wood and lack and most of their cities.
facial features, as if they were All is not well with the Lemurians, however; the Sarakan Lemurians have begun to suffer a
never finished. The sphinxes plague eerily similar to the one that killed so many of their kind during the Ophidian War. The
seem to vanish and reappear Sarakan High Council believes that the plague was carried into their lands by humans, and currently
all over Sangir, sometimes a major debate rages over what they should do about this. A sizable faction hold that the Lemurians
alone, sometimes together. If should rise as one and wipe out the infestation of outsiders from their lands; the other group holds
a lone sphinx is encountered
that they should try to make contact with other races in order to find a cure.
the victim can expect to be
battered with questions on Few humans have ever made it out of the Sarakan Jungle alive; without the Lemurians’ specialized
seemingly random topics until it knowledge of the area, the place is a death trap. Something in the soil fouls up compasses, the jungle
disappears a short time later. If makes visual navigation almost impossible, and the undergrowth is so voracious that it swallows
the person knowingly lies in his up trails in hours. The water here teams with life, while the air is filled with spores, and insects that
answers the sphinx curses him bite and sting.
so that natural predators from Sarakan is home to the Living Lake, a vine-choked stretch of open water hundreds of kilometers
kilometers around will seek
across. The lake is a kind of inland Sargasso, filled with plants that cover the water almost completely.
him out to attack for the rest
of his life. If two sphinxes are
The plant cover varies in thickness, from three centimeters to a few meters, and beneath it, the lake
encountered together, they will stretches down for what might be kilometers. The Lemurians use dugout canoes to traverse the lake
answer any one question put to but are careful to avoid certain stretches; something dwells beneath the lake and it is partial to meat.
them before vanishing. Explorers have reported strange lights beneath the lake’s surface at night but nobody has been brave
or foolhardy enough to venture into the murky depths.
On one shore of the lake is the city Nakali (nah-KAH-lee). The Nakal are adept craftsmen and
woodworkers. Tales abound in other lands of great Nakal wood-singers who are able to coax wood
NAMES
into the shape they desire with long and moving songs. In truth, the Nakal are adept at poetry and
Lemurian song and some of them are also shamans who claim that the native spirits of Lemuria prefer the epic
Male Female and sorrowful songs of woe.
The city of Ladoog (la-DOO-ohg) is deeper in the Sarakan Jungle; The Ladoogans are reclusive
Adi Batari
and cling to the older traditions. Some of the oldest lineages of the Lemurians can be traced in the
Agung Bulan families of Ladoog, and some say that it is here that the Lawgiver first walked upon the world.
Bima Cahaya
Dwi Citra
Eka Dwi Tarakan Mountains
Harta Eko The Tarakan Mountains are an imposing range of mountains that form the northern border of
the great valley of Koror. Largely unexplored, the Tarakan Mountains are believed by many to be
Iskandar Indah impassable. At the very least, passage through this area would seem to be both time-consuming and
Kusuma Kasih dangerous.
Purnama Lestari Those few who claim to have traveled through parts of these mountains, report perils sufficient
to deter all but the most courageous adventurers; gaping chasms, sheer cliffs, and crumbling rock
Surya Mawar bar the way at every turn. Swirling winds and unpredictable drafts pose hazards to even the most
Susila Nirmala skillful climbers, and peaks are capped with ice.
Tirta Putri Worse still are the predatory creatures which populate the mountain. Along the northern face
of the Tarakan Mountains live the impossibly huge rocs, pterodactyls, and other vicious beasts. The
Wahyu Sari southern cliffs are no less dangerous, rumored to be home to a city of evil giants.
Wibawa Utari
Yuda Wulan

186
GEOGRAPHICA
LemuriaN Flora The Green Spirits
There are many powerful
Lightning Moss spirits living in the revered
forest of the Lemurians.
This plant is not a moss, but a carpeting succulent that covers the jungle floors in an ocean Most go unseen and move in
of green near the overgrown Lemurian cities. The lightning moss is a reminder of the greatness accordance with the ebb and
of the Lemurian civilization, being engineered to emit a soft bluish glow as it is walked on. Close flow of the seasons. There is
examination reveals that the individual plants give off miniscule electric shocks that are too minor one group of powerful spirits
to cause pain or damage, but can cause the floor to glow with vibration. During one of the down- living in the Sarakan that
pouring rainstorms, the fields can discharge all of their energy in beautiful patterns summoned by tolerate no intrusion except
nature. There are a few regions around the largest abandoned cities where the lightning moss was for the Lemurians, whom they
specifically planted in certain patterns; a bust of wind or other source of vibration created will find considered brothers.
markers like arrows or other symbols in the field, directing seekers to hidden secrets. The forest spirits appear
Effect: Soft illumination when vibrated. as 4 meter tall humanoid-
shaped trees with a Lemurian
Monster Blossom face carved into the center.
When standing still, the Green
The monster blossom is a tropical parasitic plant that lives on the decaying trunks of fallen
Spirits are difficult to tell from
rainforest trees. Its single, annual, bloody-red and dingy-brown bloom can grow to be nearly a
an ordinary tree, but if cut,
meter across and smells of a cross between death and vomit. Anyone seeking this rare flower may
will bleed as a mortal does.
find themselves in a world of trouble: the scent tends to attract the worst type of carnivorous and The spirits live in tribes deep
carrion-eating creatures. Legends say that this strange plant has an even scarcer relative that looks in the rain forest and are
the same but smells of honey and ambrosia. It is believed that this particular bloom will create very territorial, attacking any
nectar that can attract any god to do one’s bidding. interloper that approaches.
Effect: Scent draws predatory carnivores; WIL-3 to resist. Grants a bonus of +2 to Animal They have terrific control
Handling or other appropriate rolls. of all vegetation and attack
using handheld weapons or
Iophorus by manipulating the foliage in
the area. Some believe that
This is a black fungus that grows in water-bound caves and near pools of collected water in the
the creatures are actually the
swamps of Lemuria. The fan-shaped, ebony-fruiting bodies are not large, but the fungus colony
reincarnated Lemurian spirits
can cover a cave wall or entire grottoes, creating a pitch-black darkness within the swamps due to
come back to earth to act as
its strange light-absorbing properties. The inky black fungi are collected for its strange powers of custodians of the green world.
invisibility; when the fruiting bodies are dried and turned into a powder that, when dusted on a
person or object seems to make it un-viewable by sentient beings. The Iophorus dust is hard to
come by and sells for high prices when someone does come across it.
Effect: Alchemical powder, DoD -15, can be used to hide objects or people; -10 to DoD on
attempts to spot dusted item or individual.

Black Udders
A common poisonous plant that grows throughout the lands of Lemuria, it would seem that
this is the only export of note on the continent. The plant is prolific in the tropical rainforests and
wetlands, with pointed leaves along a long stem and yellow conical flowers decorating their aerial
parts. The fruit are elongated cylindrical black fruit with bulbous tips, much like a cow’s udders.
Tarakan’s Wealth
The fruit are the least noxious portion of the plant and some people have been known to make a jam
It is said that, in the early
or juice from the large berries. The green parts of the plants can kill within a half-hour, the poison
days of the world, a species of
causing violent spasms and swelling throughout the body with death resulting from asphyxiation
rock-men lived in the Tarakan
due to the throat closing. Mountains, using all manner
Effect: Consumption of green parts causes swelling, treat asphyxiation is like choking; the of precious stones to decorate
victim can normally hold his breath for up to one minute plus 1 round for each point of CON, the walls of the canyons they
or minus 1 round for each negative point of CON. When the character succumbs and starts called home. A scroll recently
to choke, he takes 2 DR per round. found on the skeletal remains
of an early Atlantean explorer
Lungnut claims that he discovered
these canyons and copies of
The lungnut trees create large stands along the swamps and their root systems climb throughout the scroll have become popular
the water, forming bridges and underwater tangles that many animals utilize for shelter and reading at Atlantean parties.
transportation. The processed nuts have a beneficial effect on the health of most animals, boosting Those selling copies of the
health to combat illnesses, poisons, and wounds. The window for collecting these nuts is limited, scroll neglect to mention the
about two weeks in late fall, and then they fall and rot in the swamps. Many collectors will risk the writer’s fate or if he actually
jungles and swamps to obtain a few bucketfuls of these nuts and still more will wait along the coasts carried proof of his findings.
to relieve the collectors of their burden.
Effect: Alchemical potion made from nuts, DoD -6, restores 6 HP to the imbiber immediately
and can provide a second roll to resist disease or poison.

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ATLANTIS: The Second Age

188
GEOGRAPHICA

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ATLANTIS: The Second Age
Lemuria

Location Adventure Seeds


1. The Floating Port of the Ape-men 8. Blackwater Pirates
As part of an ancient experiment, the Lemurians bred giant baobab and The Ngani Swamp is home to a cruel band of vicious pirates known
crossed them with thick sargassum kelp and Nogitah trees. The resulting as the Blackwater Pirates. These savage individuals are said to breed with
hybrids were set adrift on the seas off the Lemurian coasts and turned into demons and possess all manner of strange mutations and powers. They
prisons for those individuals deemed unfit to live amongst a lawful society. continually prowl the swamps in search of victims, offerings to their patrons,
Today, only one such floating prison-city still exists, trapped in currents that and some lost treasure.
carry it endlessly around Lemuria.
9. The Root People
2. The Iron Tower of Yimmithir A sprawling network of secret tunnels lies under the Sarakan Jungle.
Rising even above the highest peaks, the Iron Tower remains a place of These tunnels are home to the “Root People”, a secretive race of pale humans
sacred wisdom in the lore of the Lemurians. Found intact by the Lawgiver that dwell hidden from the eyes of Lemurians and spirits alike. The Root
himself, it was from this high peak that the progenitor of the Lemurians People have access to strange Vril technology and speak a strange language
learned to read the stars and movements of the heavens. The Iron Tower has consisting of clicks and whistles.
reportedly been locked for centuries, but recent travelers report seeing lights
from the heights of the Golian Wall. 10. The Giant’s Graveyard
In a valley deep in the heart of the Tarakan Mountains lies the
3. The Dreaming Trees graveyard of giants. This boneyard is filled with all manner of tombs and
Deep in the Koror Valley is a grove of trees, the fruits of which burials, including crystal coffins, vast mausoleums, and even sky burials.
reportedly give prophetic dreams. Since these trees flower but once a year, the Several fortunes lie scattered about the valley, though the greatest treasure
Lemurians guard them closely so that their fruits are not recklessly picked, is the Book of Ur-Alb, a massive tablet said to contain the words used by
instead allowing visitors to brew tea from the trees’ fallen leaves which have Olódùmarè to force order upon creation. What a sorcerer could do with
a lesser degree of efficacy. The past three years, however, dreams granted by such knowledge is terrifying.
the fruits have seemed to portend disastrous droughts and earthquakes, and
the trees seem to be sickening. 11. Kumari Kandam
A lost temple and burial complex said to be the size of a small city
4. Mutjinga’s Gourd lies hidden in the Sarakan Jungles. The complex is the burial site of ten
In Lemurian history, Mutjinga was a wise woman who carried a sweet ancient leaders of the Lemurian people and holds fabulous wealth and
gourd that constantly regrew and from which she fed the hungry and the potent artifacts used in the Naga Wars. It is said that hidden deep in the
infirm. During the Ophidian wars, Mutjinga was killed and her gourd taken underground complex is the World Seed, an item created with Lemurian
by the Ahl-At-Rab. They broke the gourd open only to find it filled with alchemy and designed to be used as a final weapon in the ancient wars. From
writhing maggots. The Ahl-At-Rab who ate from the gourd also fell sick, it, it is said, a new world would grow.
but they did not die. To this day, bands of diseased Ahl-At-Rab roam the
valleys of the Tarakan Mountains seeking the seeds of that ancient gourd in 12. The Great Root
hopes of a cure.
The Great Root is a large black root that arcs into the sky for 30 meters
before burying itself back into the Ngani Swamp. The root is said to belong
5. The Murrinhgarri to the world itself and pulses with life that can be seen as a faint blue glow
Along the Lemurian coast are a set of singularly unique ruins. Half- at night. The sap from the root is infused with Vril energy and an unknown
submerged in the sea and stretching over five miles into the jungle itself, the substance that completely heals any wound, even growing back lost limbs.
stone walls and ceilings of these buildings are completely covered in carvings Legends say that those lucky enough to find and imbibe the root’s bounty
and frescos that seem to depict some race of half-men, half-insects involved are forever tied to it and the Earth.
in all manner of activities. Whether these carvings were meant to be myths
and legends or if they are the last memorial of a long vanished race, none 13. The Painted Wall
now know.
Deep in the desert is the remaining wall of a grand marble building. On
the wall are paintings and scribbles left by pilgrims that pass by. Legends
6. The Old Man of Golian say that the wishes instilled into the artwork create reality and if a studious
Those risking passage across the Golian Desert sometimes tell tales of person looks closely, they can see the untold history of the world.
meeting a ragged hunched figure who approached their campsite by night.
The figure begged for some food or water and in exchange offered strange 14. The Mirror of Olódùmarè
tales of the time before the land was a desert. When asked his name, the man
In the Golian Desert is a ruined tower guarded by three giant, stone ape
replied “to my sorrow it is Golian” before vanishing.
automatons. At the top of the tower is a mirror with a 5 meter radius. Those
that stand on the mirror when the sun is directly overhead are said to travel
7. The Shadows of Pahn to Olódùmarè’s soul where they can communicate with the shattered god.
The port of Pahn is a tempting target to treasure hunters and local tribes Other stories say that those standing on the mirror are simply immolated.
alike but those exploring the ruins rarely spend more than a few hours there.
The shadows in Pahn are all wrong; they fall at wrong angles, appear when 15. The Lawgiver’s Lunchbox
they shouldn’t, and sometimes vanish altogether. Some would-be treasure
Just outside the city of Pongini is a small home in an ancient tree. Inside
hunters have left the city without their shadows. Those that do invariably
the main room is a simple table, a simple writing quill, parchment and ink
return, seeking their lost shadows, only to never been seen again.
bowl. Beside this is a small box with a half-eaten apple still inside. This is
said to be the final place the Lawgiver visited, and the apple was his final
meal before moving on.

190
GEOGRAPHICA

191
Mu

192
Mu Region
(mOO)

Lying to the south of Lemuria is the continent of Mu, a land of volcanic mountains, white
deserts, and tropical forests. Like its neighbor to the north, Mu is a largely uncivilized continent,
and travelers to this far-off land have never been great in number. Mu’s climate is variable; the
eastern rain forests are hot and extremely humid by day, but pleasantly cool in the evenings, when
sea breezes blow inland off the water. In the eastern desert region, the heat is stifling, and the air
is practically devoid of moisture. Along the volcanic ridges the temperature fluctuates, alternately
becoming moderately warm or very hot according to the prevailing volcanic activity. The air in
these mountainous regions reeks of sulfur and other noxious substances, and is at times unsafe to
breathe.
Scholars speculate that Mu’s exceptionally volatile substratum presages disaster for the continent
at some time in the future. Earthquakes of medium to heavy intensity have long been reported by
nearby Elysium islanders, who fear that an earthquake or volcanic activity could force them to
evacuate their homelands. Ancient tales say that Mu sank and rose from the waves at least once in
times past.
Unknown to most living outside of Mu, the continent is the birthplace of the Ophidian race,
also called the Annunaki. To this day the Ophidians dominate massive swathes of this land, ruling
from the corrupted ruins of their former capitals. Some say the Ophidian Empire is only slumbering,
regaining its strength before making yet another attempt to dominate the world.

Curracurrang
(CUR-A-CUR-ANG)

Bordering the tropical forests of Yallock (YAHL-lock) to the south is the mountainous region
known as Curracurrang. Like Lemuria’s Golian Mountains, the Curracurrang mountain range is
notable for its craggy peaks and sheer cliffs. Along the eastern coast the bluffs drop off sharply,
forming an almost vertical wall against the sea.
Hidden amidst the western cliffs are the eyries of the winged Andamen, called the Uluka
(Owlmen). This area represents the only large Uluka settlement outside of their flying city. The
Andamen are a peaceful lot and are markedly sensitive to the needs of the very young, old, and
infirm. The Uluka operate a hunter-gatherer existence and are very careful in managing their food
supply and population.
Each of the Uluka has his or her own talent. Some are musicians who spend their time playing
and singing the most melodious tunes. Some are skilled in the weaving of baskets, clothes, and other
useful items. Others are warriors, whose responsibility it is to protect the eyries against attack, and
to escort those who gather food from the forest. Despite their slender physiques, the Uluka are fine
fighters, and are most skilled with the bow and javelin. The Uluka’s nest-like eyries typically hang
from the sides of cliffs and only the most brave or insane would attempt to climb to reach them.
The Uluka of Mu regard intelligent creatures born without wings with no small degree of pity.
There are only two creatures that the Uluka have no mercy for: their former Atlantean masters and
the evil Ophidians. The Uluka are menaced constantly by flying serpents the size of horses that
gather in nests and swarm across eyries, slaughtering all in their path.

193
ATLANTIS: The Second Age
The Kanawalla Desert
(KAHN-A-WAHL-UH)

The Kanawalla Desert (also known as The White Desert) is a trackless wasteland that occupies
much of the central region of the continent of Mu. The barren land is easily the largest desert in
the known world.
The Kanawalla’s sands are like drifted snow, and stretch endlessly for as far as the eye can see.
The soil contains a high percentage of salt; explaining the almost total lack of vegetation in this area,
and gives credence to the theory that much of the continent of Mu was once under water. If true,
there may be some veracity to the Uluka legends, which state that half-sunken sea vessels have been
found in this arid domain.
The desert seems nearly bereft of life, with the exception of sand fleas, spiders, and a particularly
This place is hell on Earth, the dangerous species of scorpion. Deathly white in color, these arachnids are practically impossible to
vile sputum of some dark power spot against the similarly hued surroundings. The scorpion’s venom is one of the most deadly in the
spat out of a churning gulf of world, capable of slaying a man in seconds.
pure evil. The air claws at your During the day the heat is such that a man requires two quarts of water per day to avoid
lungs, the rain burns, and the dehydration. Equally dangerous is the intense brightness of the sun, which, reflecting off the white
plants slice and poison. I’m pretty sand, is sufficient to cause a type of “snow blindness”. Unless one takes pains to shield the eyes with
sure that the Annunaki have slain a hood or wide-brimmed hat, this condition can easily occur.
or corrupted every wholesome Travelers in the White Desert would also do well to arm themselves with stout bows; this area is
thing on this continent. occasionally visited by the dreaded flying serpents of Mu. The Ahl-At-Rab are more common here
Thalmia, Triton Sorceress than any other place on Earth; many thousands of them make their homes in the shining sands.
Great crystal pillars, incised with countless glyphs, lie scattered across the desert. Their purpose
seems indiscernible but they are in fact used for navigation and a form of artistic communication
by Ahl-At-Rab scouts and scholars.

The Tara Mountain Range


(TA-RA)

The Tara mountain range winds across the interior of Mu. With the exception of certain small
Too Quiet… species of rock-climbing lizards, the only creatures known to inhabit the volcanic hills and peaks of
Tara is an untapped
resource as far as the rest
Tara are flying serpents, firedrakes, and wyrms.
of the world is concerned; a Explorers in this region report that the physical obstacles to travel are substantial, but not
few explorers have stumbled insurmountable. Intermittent eruptions can be a hazard, but only to parties incapable of swift
across the land and carried movement. The smoky and acrid air, while most unpleasant, does not usually pose a threat to
back tales of fortunes to be life. For the most part, avoiding the largest and most active volcanoes will prevent exposure to
found lying on the ground the more toxic (and sometimes super-heated) vapors that occasionally spew forth from the roiling
but this is far from the whole subterranean depths. Rivulets of lava and slow-moving masses of red-hot magma are generally
truth. The Ophidians have perilous only to the incautious.
been mining Tara for centuries
and using dark magic on the Those who succeed in overcoming these obstacles can expect to enjoy the fruits of their labors,
volcanoes there to turn them for the Tara Mountains are known to be a rich source of geodes. These globular chunks of rock are
into breeding pits and nests expelled in semi-molten form from the volcanic hills and mountains of this region. When cooled,
for their eggs. A new breed of they resemble ordinary, roundish rocks; if broken open, however, it may be seen that each geode is
fire-resistant Ophidian soldier filled with a dazzling array of crystals.
is soon to be born from the
volcanic pits of Tara, a soldier
that will burn its enemies with
flaming poison and laugh as
their own blood sears enemies
who dare to cut their flesh.

194
GEOGRAPHICA
Yallock
(YAHL-lock))

Sprawling across the eastern half of the continent is the great tropical forest known as the
Yallock. Here, under towering eucalyptus trees, grows an incredible profusion of plant life: giant
ferns, graceful palms, copses of bamboo, mango, and betel-nut, bitter orange, clove, nutmeg, and
cinnamon. Three rivers: the Onala (OH-na-la), the Fromm (FROMH), and (farthest to the south) I’ve been to Yallock, but I
the Currang (COOR-rang) flow through the forest, which supports an equally wide variety of can tell you less than is written
animal life, such as parrots in all hues of the rainbow, gibbons, orangutans, and vine snakes in the here. Ophidian experiments
trees and pythons, komodo dragons, wild boars, and dholes (fierce, wild dogs) along the forest floor. and torture robbed me of my
Yallock is also home to more poison-bearing creatures per square kilometer than any other place on memories and very nearly my
the face of the planet. sanity. I feel blessed that I can’t
The masters of Yallock are not beasts or even men, but the vile creatures known as the Ophidians. remember most of my time
Followers of the snake god, Set, the Ophidians are an ancient and evil race steeped in the practices here, what I can remember
of black magic. They despise all warm-blooded creatures (whom they consider their inferiors), and wakes me screaming every
possess the ability to communicate with and influence all species of reptiles. Though legends abound night. I can’t remember escaping
of the Ophidians and their rulers, the dreaded Nagaraja (nah-GAH-rah-JAH), solid information is from Yallock, only waking one
rare and no expedition to Yallock has ever returned whole or unchanged to tell the tale. morning drifting in the Elysium
The Ophidians dwell in half-ruined stone cities that lie hidden in the Yallock interior. The Sea. I sometimes wonder if I
Uluka and Ophidians are mortal foes; the serpent men set traps for them in the treetops, or use really escaped at all or if this life
nets to try to ensnare them when they alight. The few Uluka who have managed to escape from is just a cruel Annunaki trick.
the Ophidians describe their captors as being both sinister and bestial. They subsist on the blood of Thalmia, Triton Sorceress
mammalian creatures, which they drink from cups of hammered gold. Captives are sacrificed to Set
or kept as slaves. Using their lord Set as an example, the Ophidians have chosen to meddle with life
itself, reworking animals and slaves to create new and more terrifying forms.
The Ophidian cities are labyrinthine in appearance, with winding streets and many multi-story
buildings. The giant stones are covered with carvings in incredible antiquity, some layered on top
of each other where the stoneworker carved over older sculptures. A close examination shows just
how far the Ophidians have fallen, and a closer look still might cause the viewer to wonder if the
snake-men simply took over the cities from an even more ancient and unknown race.
Regardless of the general state of their cities the Ophidians still possess incredible magical
might, most of it learned from the dark god Set himself. The Ophidians are likewise masters of
metalworking and jewelry-making, creating masterworks in gold and jewels. Silk is common in
Yallock and the snake-men drape themselves in all manner of scented robes. The Ophidians keep
countless slaves, bound with dark magic and addicted to potent drugs so that leaving their masters
is unthinkable, even in the face of a thousand abuses and debasements. Ahl-At-Rab are everywhere
in Yallock’s cities, serving as guards to their Ophidian masters. Ruins without
While some might take the Ophidian’s lack of recent action as a sign that they have been Ruin
consigned to history, nothing could be further from the truth. The Ophidian Nagaraja learned Yallock has never faced
from the past: their once vast armies availed them nothing against the might of the Lemurians and a direct assault; it has never
Atlanteans. The Lemurians were brought low by disease and the Atlanteans lost their empire due to been sacked, blasted by alien
infighting. Taking these lessons to heart, the Ophidians have recruited agents amongst the “lesser powers, or suffered a cataclysm
races” with the express purpose of destabilizing, corrupting, and destroying nascent world powers. like Atlantis. So why are the
The fall of the Amazons, for example, can be directly attributed to Ophidian agents and priests of Ophidian cities in a disused
state? Even at the height of the
Set.
Ophidian Empire most of the
cities still stood at least partly
in ruin, partially consumed by
jungle, or simply left to rot. The
Ophidians don’t care about
maintaining buildings; if they
need one, they simply clear out
and rebuild a disused ruin, and
it seems that new construction
never even occurs to them. So,
who built the original buildings?
Nobody alive today seems to
be willing to venture a guess.

195
ATLANTIS: The Second Age
NAMES Vrindavan The Screaming City
Mu (VRIN-DA-VAHN)
Male Female
The city sitting at the center of Yallock is known as the Screaming City because of the twisted
Allunga Akala and horrific black statues that line the streets and the detailed sculptures carved into every wall.
Burril Bakana The green quartz city is an oppressive labyrinth of low circular buildings rising from a slow-moving
Cooba Corowa poisonous swamp. Winding stone bridges connect the uneven jumble of chaotic city blocks. The
city smells of rot and decay and is always shrouded in an odorous yellow vapor that rises from the
Dilgon Darri underlying swamp. Every surface in the city is intricately carved with anguished faces of Ophidians,
Eehu Ekala Jinni, and Lemurians. Over time, if watched long enough, the faces seem to move in a cycle of
Goolcoola Ghera terrible voiceless screams. With the exception of the Annunaki races, any who gaze upon the city
feel as if something was stolen from their soul. At night the city is lit by a thousand naphtha lamps
Inkata Hanya that make the green quartz scintillate with sinister musings.
Jago Iluka The city of the Naga is home to what remains of the Annunaki Empire and its servant race, the
Kadumba Jannali Ahl-At-Rab. Thousands of humans toil and suffer for the delight of their serpent masters in the city
of horrors. Slaves that are broken or become tiresome to their masters are thrown into the hungry
Maloo Kamballa swamp below. The grand avenue of the city is lined with the tortured corpses of humans, Ulaka, and
Namur Leewana the most prized; captured Lemurians and Atlanteans.
Otayba Pengana The city delights in the moral deprivation and torture of the non-reptilian races, and their
broken and raspy screams are amplified through horns cleverly hidden in the walls of the great
Patonga Ulla temple to Set.
Ranwul Wyuna Dark emissaries (of all the known races) from around the world come to convene with the
Turaku Yooralla Annunaki, bringing news of Set’s machinations from far-off lands. Although they are treated with
disdain and an utter lack of respect, these Settites, as they are called, are rewarded handsomely by
their Naga benefactors. Some of the emissaries are taught dark eldritch lore and others are given
magical weapons and tools to further Set’s ambitions.
Garrisoned in the city are legions of battle-hungry troops preparing ceaselessly for a coming
battle promised to return the Annunaki to greatness.

NAMES
The Isle Of Dreams
Annunaki Names Located off the southeastern coast of Mu, the Isle of Dreams is one of the strangest places in
(Males add Yog in front of their the known world. By all appearances the island seems a veritable paradise; fields of many-colored
names females add Yig) blossoms sway at the touch of gentle breezes. Groves of fruiting trees lie nestled amidst hillocks of
Airavata Mag-Lohita cool, green grass, and crystal springs and waterfalls dot the landscape. Here one need only walk a
short distance to find all manner of succulents, berries, and herbs, each possessed of the most subtle
Aswatara Maquilla
and distinctive flavors.
Bhaga Matimat For all its splendor, however, the Isle of Dreams remains a place of mystery. Though the island
Chitra Mushikada is not known to harbor dangerous creatures of any sort, the natives of the neighboring islands
consider the place taboo, and will not set foot upon it. The Uluka of Mu are loathe to even fly above
Dhananjaya Mushikada
the island, claiming that it is haunted by deranged spirits. According to Khitan legend, the isle does
Dhritarashtra Padma not truly exist, but is an illusion created by a wise and powerful dragon to lure foolish mortals to
Dhritarashtra Panimat their doom.
Whatever the source of the wonders here, the island is, at its core, deadly for mere mortals. The
Janamejaya Prahlada
Atlantean scholar Anestis once suggested that it may harbor a portal to the dream world and it is
Janamejaya Prahlada this intersection of planes that causes any who walk here for a time to go irrevocably insane.
Kaliya Takshaka
Kamvala Takshaka
Karkotaka Valahaka The Dreaming World
Karkotaka Vashku The Isle of Dreams is indeed that: a location where dreams — and nightmares —
become reality. The source of this constant flood of dream-stuff is none other than a fissure
Kundadhara Vasuki in the skin of a primordial being sleeping below the ocean here. If someone were brave
Kundaka Ya enough to overcome the walking dream that is the island, they might find this fissure and
perhaps manage to seal it. Should evil forces find out about this, they would doubtless seek
Lohita Zahulak to use the dream-stuff for some nefarious purpose.

196
GEOGRAPHICA
Muan Flora We found Kaliya in the
swamps of Yallock aboard his
Gravedigger private boats. We all left any
Death comes readily to those who visit Mu but just because the body dies doesn’t mean the hope of survival behind in the
torture is over. This strange plant comes from spores that are ubiquitous in Mu. When the spores camp and waded into the black
find a dead animal or human, they quickly grow on and surround the corpse, becoming like a tree
complete with branches and leaves. Then it uses the energy from the corpse and ambient vril to waters to finish our grisly work.
animate the corpse. Spirits tend to become trapped in these corpse-like plants and are carried for Kaliya would pay for atrocities
the ride as the tree walks across the landscape until it finds the ideal place to pollinate and spread he committed against others, and
more of its spores throughout the lands. After expulsion of its reproductive organism, the tree-like doubly so for Rogo. The first kill
gravedigger sets itself down onto the soil and hardens, becoming a fallen wooden shell with the face was mine as I crawled out of the
of a corpse. Sensitive to seawater, the spores thankfully do not survive outside of Mu, although the
gods themselves would be concerned if this plague should come to another land to spawn. primordial mire with a blade in
Effect: Treat as wooden zombie, DR 15 to attacks. Spores can be removed from living tissue my teeth and mong in my hand.
with immersion in salt water. The battle was swift and savage
and none of the dark asura Kaliya
Witchgourd called upon to aid him prevailed
The witchgourd is highly prized by those involved in the dark arts. Located along the fringes that night. The three boats were
of the desert, the large fan-shaped leaves protect the blue-green flower from baking in the dry heat broken and listing at the end of
while the root system digs down deep beneath the soil for aquifers. The length of the root system the battle, gutted by fire cast by
must help the plant collect more than water—when the fruit ripens, it is already filled with magic
potential that unleashes vril with a powerful ejective force when opened. Often this power produces Petronova’s spells and Kaliya’s
a large amount of energy as well as some potential side effects, physical and mental. For those demonic servants. I lay slumped
practiced in sorcery, the risk is well worth the gain. at the head of the boat beside the
Effect: 10 Hero Points worth of vril stored within. Roll on Price of Power Magic Chart in Core Naga magi’s decapitated body,
Rulebook. satisfied in my work.
I resigned myself to die that
Deathbane
night in the company of my
The deathbane is a small plant that does the unthinkable, the impossible: it stops death and friends, all succumbing to grievous
returns life to those who have passed on. All that is needs is a mouth to place the plant in and the
elixir created from the crushed parts of this amazing plant. Getting to the plant is difficult at best. wounds from the melee. I could
It only grows by a small acidic lake at the center of the volcanic region. If one survives the journey hear the moans of Petronova as
through Mu to get to the volcanic lands, one must survive a water-filled death trap of geysers and she whimpered for the elemental
super-heated steam vents as well. The plant has reddish purple daisy-like blooms and small heart- lords to deliver her from the
shaped leaves. Its root is a strange shade of purple and pulses visibly. Stories say that only one pain. Chanda’s incinerated
deathbane matures each year and that the root does not keep for long once picked.
Effect: Primary ingredient in an alchemical elixir, DoD -50, that can resurrect any recently corpse, the last of Kaliya’s
dead body that still has a mouth, even if the head is all that is left. Target is resurrected but has handiwork, lay at my feet. At the
only 1 HP and the Internal Flaw: Nightmares of the Underworld. rear of the boat I could hear the
low gurgling of Caerwyn as she
Throgwort drowned in blood-filled lungs.
Rumored to be the “remnants of piss’n guts of monstrous gods walkin’ the lands,” this plant is We had hounded Kaliya across
dangerously volatile and thankfully found only on the continent of Mu. The throgwort looks like the known world to deliver this
a round green mushroom swelling from the jungle floor. It isn’t a mushroom, however for it has a reward and the sweetness of
long creeping root stem that burrows for miles and produces this balloon-shaped appendage every
few hundred feet. It is believed that the origins of the plant are deep below the surface in a cave my revenge sat warmly in my
where a demon or god sleeps. Anyone who tries to handle the throgwort risks it bursting, which belly. Through bloody split lips
will result in a sudden expulsion of vril energy that transforms the victim into some sort of crawling I thanked Shango, my god, and
creature—amphibian, lizard, giant centipede, spider—these transformations reverse on their own closed my eyes awaiting Esu and
after 18 hours, but are terrifying to say the least. the long walk. I felt a lightness of
Effect: Causes transformation into an animal complete with animal stats in a manner similar to my body as I seemed to float into
a Jinn’s transformative abilities or a high level Manipulation spell; can be resisted with a CON
+ Resolve roll, DoD -35. Clothes are left behind. the heavens in the death god’s
embrace.
Panther Eyes When I opened my eyes I saw
Along the coastal jungles, these strangely shaped plants grow with little vegetation and many the face of Mishok, the Uluka who
white stems, causing it to stand out amongst the lush green growth of the surrounding environment. guided us through the desert. He
During the late growing season, this plant produces several hundred fragrant white blossoms and his companions had changed
that produce similarly colored berries. Although generally considered poisonous, with cyanotic their minds about helping us in
properties, the berries can be cooked down to produce nonpoisonous eyewash that provides users
with improved eyesight. Not only will it heal damaged or weak eyes, but will supply enhanced Yallock and came to our rescue.
vision for those who need to see at night. The eyewash is valuable but the process requires the fresh We spent several weeks in the
berries to work correctly, making it necessary to produce the eyewash on Mu and use it within 10 Uluka village convalescing and
hours before it becomes impotent. The night vision lasts for several months and damage is repaired mourning Chanda’s death.
permanently. Several traders keep someone permanently on the shore during the harvest months to Donobey of Nubia
produce these treatments for those willing to pay.
Effect: Alchemical potion, DoD -8, grants +5 to sight-based PER rolls and +2 to related
Medicine rolls. Ingestion of raw plant is STR 20 poison.

197
ATLANTIS: The Second Age

King of the Skies


Every ten years the Uluka hold a competition to determine who will rule them for the
next decade. This competition is open to all Uluka, and requires them to prove themselves
with three great acts: an act of wisdom, an act of bravery, and an act of compassion.
The rules are very flexible and the hopefuls can submit well-known deeds that they have
already completed. The elders of each Uluka clan decide on the results. The last winner
scouted the jungles of Yallock for his bravery act, wrote a scroll condensing part of the
Uluka’s oral history for his deed of wisdom, and crafted a pair of enchanted wings to allow
those that can’t fly to soar for his act of compassion.

The Undersea
Uluka legend says that a shallow ocean lies beneath the lands of Kanawalla.
Furthermore, legend claims that this Undersea is home to all manner of ancient sea life
no longer found in the oceans. While the great megalodon is now a rarity in the seas of
the antedeluvian world, it is said to still roam free in the dark ocean. The deadly Makara
are rumored to have a kingdom of sorts in the dark depths. Occasional sinkholes open in
the desert, swallowing whole parties and sending them plummeting into the ocean depths.

198
GEOGRAPHICA

199
ATLANTIS: The Second Age
Mu

Location Adventure Seeds


1. Makar, The City of Bronze Scales It is said that once every decade the Ophidians hold a grand competition
Off the northern coast of Mu is a half-sunken city. Built upon a where they capture dozens of champions from around the world and
foundation of coral and rising up above the crashing waves of the sea in a set them the task of figuring their way through a maze filled with traps,
series of thick and multi-colored towers, Makar is a settlement that serves monsters, and puzzles. The winners are said to be clothed in gold and sent
as a trading port. Bands of Makara trade Triton slaves or meet with air- on their way. The truth of this is unknown.
breathing outsiders to this domain. Some sea captains regularly put in at
Makar in order to barter safe passage in the surrounding seas. 10. Ussin’Yr
This foul and putrid village serves as the Ophidians prime laboratory for
2. The Bronze Dome of Imoogi the creation of pestilence and poison. Horribly mutated creatures wander
Built upon the bones of some gigantic sea serpent, then crowned by a the streets and a constant stream of slaves arrives, only to be infected with
huge latticed dome of bronze, brass, and stone, the settlement of Imoogi curls the latest contagion devised by the Ophidian sorcerer-scientists.
sinuously along a mountain ridge. The Ahl-At-Rab mine the surrounding
mountains and delve down beneath them. A number of renowned craftsmen 11. Port Serpentslice
have come from here and it is in the Imoogi forges that a number of fabled This fortified port serves as the sole human settlement on Mu. The port
weapons have been produced. An ancient Naga maintains an iron grip on enjoys a brisk trade with what are supposedly tribes of escaped slaves. The
production, but is subject to flattery and bribes. local merchants exchange gold, gems, spices, and silks for all manner of
goods from around the world. While the port can be rough, the cheap prices
3. The Bakunawa Cabal keep merchants coming back year after year.
A circle of necromancers, priests of Set, and the innumerable servants
and obsequious favor-seekers dwell in a jumble of ruins along the edge of the 12. The Sky Temple Altjira
Yallock Forest. The lower classes of Bakunawa are charged with constantly A lonely temple hovers above the southern shore of Mu engulfed in
singing Set’s praise. It is said that the clamor from the city has driven away a swirling nimbus of clouds and Vril sparks. The temple roams a circuit
all natural life around the city, but that could also be a result of the city’s around Mu, making a full orbit every 90 days coinciding with the solstice
headhunters who constantly patrol the surrounding jungle for sacrifices and equinoxes. A tribe of Uluka migrates along with the temple, maintaining
worthy of their dark god. the grounds and upkeep of the temple, but never entering into the sacred
halls of the interior.
4. The Cauldron of Soot
A great volcanic caldera bubbles and froths at the edge of the mountains. 13. The Death City of Akurra
However, the molten rock here is cool enough to scoop out with iron The greatest of all Naga and their first king is buried in a large necropolis
implements. Ophidian heroes used to come here to test their resolve by underground. King Akurra lies at the center of a great pyramidal burial
thrusting their hands into the steaming lava. Even today, there are rumors mound the size of a small mountain and the city underneath is a miniature
that a band of sworn mercenaries venture here every five years to renew their replica of Vrindavan with waterways replaced by quicksilver and the night
pledges to one another by means of ancient rites. sky painted in deep indigo, with diamonds and other precious gems
replacing stars. The heart of Akurra is said to be the first drop of blood
5. The Pits of Haal spilled by Set when he was banished under the earth.
A series of pits and sinkholes that are all connected via tunnels, the Pits
of Haal are inhabited by a fierce breed of giant spiders that prey upon one 14. Mangar-kunjer-kunja Halls
another as well as any who dare venture through this area. However, their A great cavern in the western mountain range overlooking the desert is
silk is renowned for its strength and beauty and as such many come here in said to be the birthplace of the first human. Created by the great alchemist
the attempt to gather old silk from abandoned, empty tunnels. Mangar-kunjer-kunja using Lemurian prisoner labor, the ancient hall is now
infested with other failed experiments. Deep within the caverns is a small
6. The Tree of Life fortress and the workshop of the alchemist that contains scrolls pertaining
In the most remote swampland in Mu a tree grows whose fruit grants to his works.
immortality. The tree is surrounded by crystal statues of incredible beauty.
A deadly and intelligent scorpion lives in the tree and sometimes hides in 15. Forest of the Malingee
the branches to sting those who seek immortality for selfish reasons. The A host of malignant spirits and savage Jinn guard a hidden conduit that
scorpion is said to be able to sing in all the voices known to men. infuses the world with Vril energy. Some say the conduit is a magical pool,
others say that it is a black obelisk, while still others say it’s a blind child; no
7. Mount Skardor one knows for sure. The Malingee spirits guard the secret and many Naga
This small peak in the Curracurrang Mountains is formed completely of expeditions into the scarred forest have never been seen again.
an unknown metal. From time to time strange monsters made of the same
metal plague the local Uluka population. Legend says that great treasures lie 16. The First City
buried inside the mountain but its blade-like protrusions prevent any but Legend says that this is the first city created by mortal beings in this
the most determined from entering. cycle and was built at the command of Set for his children. The city lies in
the desert wastelands and is a large stony area of twisted rock formations
8. The Skartorius that stretch for miles in all directions blasted smooth and shiny by years of
A vast spectral ship sails the sands of the Kanawalla Desert, crewed by erosion. The area is littered with the bones of indescribable creatures ranging
strange ghosts who seem unaware of their condition. Some say that they from snakes and Naga to other unholy things that time has forgotten. Many
search for the wreck of their vessel, which lies half-submerged in the desert broken brass Jinn jars are also found heaped in mounds throughout the area
somewhere; others say they hunt for souls to appease some demon god they suggesting the Jinn also inhabited the area. History says that the city was
serve even in death. laid to waste by the Demiurge with a sweep of his angry eyes. Other stories
say the area is nothing but an ancient grave yard for the honored dead.
9. The Death Maze of Yallock Whatever the case, the area is haunted by many ghosts that hunger for the
souls of the living.

200
GEOGRAPHICA

201
North Sea

202
North Sea Islands Region
The icy boundaries of the North Sea include Anostos in the north, Jambu to the south, and
Jotunland and Zemlazelan to the west and southwest, respectively, while the Erian Ocean lies to the Frozen Death
east. Actually, the North Sea and the Erian Ocean are a single body of water, but are distinguished Something roams the hoary
Northern Oceans, something
geographically by their relationship to specific land areas. The Erian Ocean is held to be that portion
with a cold heart and a dread
of this body of water that lies north of Eria, while the North Sea is the western side of the same touch. From time to time ships
ocean, north of Jambu. are found drifting, completely
It is a cold mass of ice and water, chilled by an arctic current that passes through the Erian encased in ice, but with the
Ocean, the North Sea, and the Sea of the Dead to circumnavigate the globe. This current is strong, crew at their stations as if
and carries icebergs on a relentless westward course. Icy death frequently finds those who sail these nothing were out of place.
merciless waters towards Jotunland and Anostos. These tomb-ships come in all
shapes and forms, some of
them from cultures or times
that have been long forgotten.
Aurora Whatever is doing this is still
out there, wandering the frigid
(uh-ROR-a) seas and slaying any that stand
Aurora is described as an island surrounded by floating ice mountains. Its existence is in its path.
corroborated by a single reference in an ancient tome describing the many voyages of Golden Age
Atlantean explorers and conquerors. The sky above the region is said to radiate colors of fabulous
hue, especially during the winter and summer solstices. Little else is known of this place, though
certain legends claim it to be inhabited by a rare species of ice nymph.

The Borean Forest


(BOR-ee-an)
The Borean Forest lies to the south of the Rhiphaen (RIFF-ee-in) Mountains and stretches I once hired a vessel to
along the southern coast of Hyperborea. It is a dense and tangled woodland, difficult to traverse take me as close to Aurora as
except along the main trails worn into the earth by the region’s wild boar population. Like most of possible. The captain would
Hyperborea, the terrain is rugged and hilly. sail within sight of the distant
The Borean Forest is also a dangerous place. Once connected to Europa by a land bridge (since shore, but would go no closer
submerged beneath the sea), the area is home to a variety of frightening creatures. Cimmerian —he claimed his superstitious
(KIM-mair-ee-an) hunters, who sometimes come to the edge of the Borean Forest, claim that a sailors would likely mutiny
fierce tribe of Nethermen lives here, and that ogres and Andamen hunt along the trails. Others if forced any further. Paying
depict the area as being populated by wyverns, and large multi-legged, man-eating worms. him an additional fee, I was
Despite the dangers inherent in traveling through this region, certain traders and adventurous allowed to take a small skiff
individuals are known to come here, drawn by the lure of amber. This precious, golden substance and attempted to row to the
is said to be most readily found in certain streams and ponds throughout the forest, and in some island under my own power,
of the lower-lying regions as well. Entrepreneurs are advised, however, to exercise caution in these assured that the captain would
parts, for it is not only men who appreciate the beauty and value of this golden substance. wait for me. Yet before I had
travelled half the distance to
shore, the vessel raised sail
and soon vanished over the
Cimmeria horizon. I never did quite make
(KIM-mair-ee-ah) it to Aurora. I remember being
overcome with drowsiness and
Cimmeria is a hilly region that extends from the western coast of Hyperborea inland to the
falling asleep in the bottom of
Rhiphaen mountain range. It is primarily forest land, though in the spring the lower-lying regions
my hired skiff. When I awoke,
usually become flooded, creating marsh-like conditions.
I was bobbing against a harbor
The human tribes who dwell here, known collectively as the Cimmerians, are a rugged, dark- mooring in Aesgard.
haired people. They know little of agriculture, but are skilled hunters and trappers. Like some
Caerwyn Ironjaw, Lemurian
of the northern Europans (from whom it is believed they are descended), the Cimmerians have
domesticated both the wild dog and the goat.
The Cimmerians generally live in small communal bands of 10 to 40 individuals. Their villages
are simple, each family having a single hut constructed of wood and roofed with green hides or
thatch. Most often, the village will be enclosed in a stockade-type fence made of heavy, wooden
posts. Some will also have goat pens and sheds for the drying and curing of hides.
Though they are a fairly primitive folk, the Cimmerians know how to work iron into steel,
which they use for tools, axe-heads, arrow-heads, and swords. They jealously guard their secrets

203
ATLANTIS: The Second Age
The Riddle of
Steel
The Borean Forest is home
to a few scattered copses of
Bloodwood trees (See Anostos
for more information about
these incredible trees). The
Cimmerians have learned to
use the sap from these trees
when forging steel so that
the raw iron becomes flexible
and resistant to breaking.
Given the red color of the sap,
foreigners often believe that
the Cimmerians are adding
their own flesh and blood to the
mixture.

The Iron People


Many evil men have come
to Cimmeria with the intention
of enslaving or driving off the
Cimmerians. This has always
proved fatal to those involved
as the nature of the Cimmerian
is to live strong and free. No
of forging iron and refer to the “riddle of steel” in order to confuse those that would steal their
Cimmerian, woman or man, knowledge.
has ever bended knee to a The Cimmerians rarely fight amongst themselves. They have no love for the haughty Vanir,
conqueror unless it was to however, and will band together to defend against their raiding parties. A particularly savage or
cut his throat. Strength and damaging attack will sometimes motivate a large band of Cimmerians to launch a counterstrike
honor are at the core of every against a Vanir settlement. As Cimmerian warriors are often somewhat poorly equipped (leather or
Cimmerian’s being. furs, shields, bows, swords, or axes) such attacks usually take the form of ambushes, night raids, and
similar covert actions. In this type of fighting, the forest-bred Cimmerians generally excel.
Not an especially religious folk, the Cimmerians revere Ogou, whom they call Karnon (KAHM-
ohn) the Hunter, and whom they believe is too preoccupied to listen to mere mortals. Some tribes
have a shaman or druidic healer, but these individuals hold no influence; in fact, most Cimmerians
are skeptical (or even fearful) of anything that smacks of magic.
Unlike the Vanir, the Cimmerians are independent by nature, and have no official chieftains
Phralls and or leaders. In times of trouble, a skillful warrior will usually provide leadership, but otherwise each
Slavery band governs itself by council.
The Vanir keep phralls
rather than traditional slaves.
Phralls are considered the
property of their masters, but
live apart from them. While they
Haloga
(HA-LOH-Ga)
farm their master’s land and act
as unpaid labor, phralls have Haloga is a rich land of sloping hills, deep vales, and snowy peaks. Situated to the south and east
more rights and freedom than of the Rhiphaen Mountains, this region is notable for its rocky coastland and twisting fjords, and is
slaves in other lands. A phrall home of the seafaring Vanir peoples.
can buy his or her freedom The Vanir are a fair-skinned race, most having blond or reddish hair. Both the men and women
at any time regardless of his
wear their hair long, usually done up in a single braid bound with strips of leather. All the adult
master’s wishes and have the
right to take revenge, though
males wear beards, of which they are quite proud; in fact, a clean-shaven face is deemed a mark of
this revenge must be taken femininity (or at best immaturity) by these folk. The Vanir value cleanliness, however; they take
immediately and is subject to regular baths and groom themselves on a daily basis, a rarity in these savage regions.
intense scrutiny when it does The Vanir live almost exclusively along the eastern coasts, in clans of 100 to 600 individuals led
take place. by a single warrior chief. Each settlement is surrounded by a wall of earth and stone, and is more or
less square or rectangular in layout. Within the walls each family has its own lodge, built of stone,
wood, and thatch. The Vanir often divert streams into channels beneath their homes, giving them

204
GEOGRAPHICA
access to running water without leaving their abodes.
A communal lodge, often over 30 meters in length, functions as a meeting place for the clan’s male
warriors. Located some distance from the lodges are pens for the clan’s goats and oxen, communally
run forges, smokehouses, and sheds for the drying of lumber and the curing of hides. Though the
Vanir are primarily hunter-gatherers, they cultivate certain crops, such as hops, barley, and millet.
The females tend the clan’s fields, which are almost always located outside of the settlement walls.
The Vanir are accomplished shipbuilders and skilled seamen. Their vessels — modeled after the
Jotun’s dragon ships — are swift and sturdy, and can hold as many as 100 men. A clan will generally Revenge and the
have from one to three such ships, each with both oars and sail. The larger ships will sometimes be Law
outfitted with a light catapult, which may be used to hurl flaming missiles or stones. The Vanir have almost no
laws or law enforcement. This
An aggressive and warlike people, the Vanir revel in battle. They often set sail in their warships
makes visitors more than a little
in order to raid the coastal villages of Cimmeria, northern Europa, and even Iber and Alba. Such nervous. However, the Vanir do
raids are usually swift and savage in nature; the Vanir often put villages to the torch, slay all male believe in vengeance and any
occupants, and carry off the women (whom they use as slaves). affront or crime against them
Despite the tales told by sailors from the southern regions, the Vanir rarely engage in piracy. is guaranteed to be avenged.
They will, however, attack Jotun or Fomorian vessels on sight, and have long enjoyed success against The Vanir also believe in taking
the larger ships of these antagonists. As corsair vessels seldom venture into the northern waters, the their time with vengeance so a
Vanir are inclined to ignore such ships on the rare occasions that they do encounter them. Vanir warrior might slay a man
over a slight believed to be
The armament of a typical Vanir warrior consists of a leather or hide vest (sometimes studded long forgotten. Given the threat
with iron rings or bosses), an iron-bound, wooden shield, and an iron helm (usually decorated with of bloody vengeance the Vanir
horns or “wings” of bronze or iron). Throwing axes and spears are most often favored, though some are very respectful of those
individuals disdain the use of a shield in favor of such two-handed weapons as the battle axe, war they regard as their equals and
hammer, or pole axe. The Vanir are also known to employ the long bow, but this is not normally a personal honor is held in very
popular weapon amongst these folk, who tend to prefer fighting at close range. high regard.
Though the Vanir do not often engage in trade with other peoples, some of the southernmost
settlements are known to deal in amber. This hard, gleaming resin is found in abundance along the
coasts of Haloga and in the estuaries of the rivers Kven (kuh-VEN) and Cimer (KIM-air). Many of
the larger clans employ slaves to dredge these waters for amber, which is used as a type of currency
amongst the Vanir, and as fine ornamentation; it is sometimes melted down and cast into rings,
necklaces, and pendants. The biggest dealer in amber is Aesgard (EYES-gard), a large (population
2000+) settlement on the southeastern coast. Ships from such distant lands as Sheba, Tharshesh,
and Ku are known to come here in order to obtain this precious substance, which in some places is
worth its weight (or more) in gold.
Despite their warlike nature, the Vanir rarely engage in raids against neighboring settlements. In
fact, warrior chiefs from rival clans sometimes meet in order to discuss subjects of mutual interest:
trade, boundary disputes, upcoming raids, etc. As the Vanir hate the Rock Trolls, the clans will
sometimes band together to repulse troll war-parties. The Vanir also have a long-standing dislike of
the Cimmerian peoples, whom they deem their inferiors in all respects. For this reason, Cimmerian
slaves are always in demand, and raids against Cimmerian villages are common.
The Vanir are not overtly religious, but nevertheless pay homage to the true elementals of
wind and sea. Their “priests” are druids, who erect dolmens (large stone monuments) to the most
powerful of these demi-gods and conduct certain, seasonal rituals.

Hyperborea
(hy-per-BORE-ee-a)
Hyperborea is a cold and windswept isle situated between Alba and Jotunland. It is a land of
rugged mountain ranges, rolling hills, and deep forests teeming with wildlife; red foxes, moose, red
deer, wild boars, brown bears, and lynx to name but a few.
Here the climate is harsh, save for a brief period in late spring and summer when the air is less
chill. At such times the two Hyperborean Rivers (the Kven and the Cimer) flow swiftly to the sea,
swelled with melting ice and snow from the mountains. During the rest of the year, the rivers are
usually covered with a thick sheet of ice, and can be traversed on foot or by sled.
Once home only to the brutish Rock Trolls, Hyperborea is now populated by two human tribes,
the Cimmerians and the Vanir. As certain parts of Hyperborea are rich in amber, this region is not
unknown to traders. Many come from as far away as Sheba, Tartessos, and Turan in order to obtain
this valuable, crystalline substance.

205
ATLANTIS: The Second Age
Jotunland
(YO-TUN-Land)
Jotunland (or Jotunheim) is a wild and savage land located in the furthest reaches of the North
The Free Beasts Sea. Home of the terrible race of frost giants called the Jotun, very little is known of this region.
After the fall of Atlantis, What is known of Jotunland stems from the legends of the Vanir and the tales told by the barbaric
a squadron ships carrying
peoples of nearby Hyperborea. According to the accounts of these folk, Jotunland is, for the most
a legion of Andamen were
driven aground by a storm part, a vast and frigid wasteland. Here, they say, the sun seldom shines, and the skies darken with
on the Jotunland coast. The storm clouds.
Andamen, mostly Garou, were Untold centuries of freezing winds and snows have transformed Jotunland’s interior into a
set upon by the giants but nightmarish landscape of glacial peaks, convoluted spires, and crystalline plains. Seven great rivers
received unlikely aid from the of ice twist and creak their way slowly to the sea: the Aurboda (AW-ur-bo-da), the Rokkr (ROHK-
Nethermen tribes. To this day kur), the Hoder (HO-dur), the Mimir (MIM-ear), the Gulveig (GULL-veyk, the Larnvid (LARN-
Jotunland contains sizable vit), and the Hag (HAYHG). Dire wolves, snow leopards, and other, more monstrous creatures
tribes of Garou, who often run
stalk the frozen wastes in search of prey. Only along the southern coast can one find some refuge
with the dire wolf packs and still
have a firm alliance with the from the elements, amongst the coniferous forest known as the Utgard (OOT-gard).
Nethermen. The original ships The Jotun are a fierce and warlike race of beings that dwell along the southern coasts and amidst
they came on were salvaged the bleak interior of Jotunland. According to Vanir legend, the blue-skinned Jotun are the ancestors
by the Jotun, who kept them as of all the other giant races, including the Fomorians, Aegir, and (some say) the Cyclopses. The
prizes and hung them in their Vanir go so far as to include ogres and trolls among the list of the Jotun’s descendants, though this
cavernous halls. theory is generally given little credence by the scholars and historians of more civilized lands. As for
themselves, the Jotun consider their race to be akin to the gods.
There are said to be two distinctly different cultures amongst the Jotun: those who dwell
along the coasts and those who roam the inland areas. The coastal tribes possess a more advanced
civilization, and are skilled in rudimentary metalworking, and the building of great castles and
fortifications (many constructed solely of immense blocks of ice). The art of shipbuilding they
know well, and they are known to construct great wooden vessels built in the shape of dragons. The
Vanir of Hyperborea have long imitated the Jotun with respect to the style of their own longships.
For centuries these Jotun tribes have ranged the North Sea in search of plunder, from the coasts
of Hyperborea to the northernmost shores of Europa, Alba, Iber, and even Jambu. In days
past, their raiding vessels were seen as far west as Gava and Anostos, but bitter
clashes with both the Fomorians and the Aesir have since discouraged
Jotun excursions into these territories.
Though the coastal Jotun tribes have, from time to time, shown
Snow Devils an interest in acquiring other territories, they do not possess the
The Seidhr Mountains organization necessary for such complex military endeavors.
are home to a small tribe of Neither can the Jotun tolerate any but the most frigid climes
Lemurians, adapted to the except for short periods of time. Despite such limitations,
snow with thick white pelts. The
many of the coastal Jotun have amassed considerable
Lemurians are responsible for
the magic in these mountains, fortunes by raiding their northern neighbors. Some
as they have spent centuries of the greater war chieftains are said to live much in
arranging the geomantic lines the manner of kings, surrounded by stolen riches and
so that Vril power flows into the attended to by slaves of many different races.
mountain’s heart. The Jotun The Jotun who dwell amidst the bleak expanses
have learned not to venture too of the interior regions are, on the other hand, far
close to the Lemurian caves; more bestial in nature. Unlike their more civilized
the Ape-men don’t take kindly
brothers, these Jotun know nothing of ships,
to intruders and have wiped
out whole expeditions with
fortifications, or metalworking. Instead, they
well-timed avalanches. What live in caves, dress in rude furs, and use weapons
exactly the Lemurians need fashioned from bone, rock, and animal sinew.
all this power for is anyone’s Often they keep wolves or bears as pets.
guess. As fire is unknown to these Jotun, they eat only
the raw flesh of such creatures as they can kill.
Though the Vanir and Aesir claim that these giants
often resort to cannibalism when food is scarce,
there is no evidence to support such lurid tales.
Even so, the Jotun who populate the inland areas
are deemed to be both exceptionally cruel and
utterly fearless in battle.

206
GEOGRAPHICA
The Utgard Forest
(OOT-GARD)
The Utgard Forest stretches along much of the southernmost coast of Jotunland. It is the only
known woodland area in Jotunland, and as such is the sole source of timber for the giant raiding
vessels of the coastal Jotun tribes.
Unlike the depleted fells of Anostos, the Utgard is reputedly a thriving forestland. Within its
great, snowy expanses can be found a variety of conifers, from low-lying junipers to towering firs. Serpents in the Ice
The needle-like foliage of Utgard’s trees and shrubs is said to be white, rather than green, in color; Beneath the ice of Fylgjir
the Vanir claim that this anomaly is due to the lack of sunlight in this land of slate-grey skies. Plains, buried for all time, lies
Like the interior regions, the Utgard Forest is home to such predators as dire wolves, snow a city dating back to before the
leopards, and polar bears. Less dangerous creatures, such as snow hares, sables, reindeer, and musk- last great cycle of time. What
oxen, are also said to reside here. Along the coastal areas, fur seals and walruses have often been horrors or wonders lie buried
spotted, though they are probably less common in the south than in the northern areas. here? The Ophidians attempted
to excavate the city millennia
Vanir and Aesir warriors who have escaped from Jotun slave crews say that at least two tribes ago and were entombed
of Nethermen also live in this area. Neither, they claim, is friendly to the Jotun, who hunt them in the ice for their trouble.
for food. At least one of these tribes has, on occasion, offered aid to escaped captives of the Jotun. The Atlanteans tried to bore
Even if such stories are to be believed, it is quite certain that the Utgard Forest is not a place to be down into the depths below
ventured into with impunity. but failed, their expedition
simply vanishing from the
face of the planet. Fragments
of scrolls found indicate that
The Seidhr Mountains Jormungandr may be some
kind of guardian or watchman,
(SAY-der) set in place to prevent the city
The icy peaks of the Seidhr mountain range extend throughout the interior of Jotunland, and from being uncovered.
towards both the northern and southern areas. Whipped by frigid winds and driving snows, the area
is most inhospitable, and passage through the mountains is believed to be impossible. Nevertheless,
the howling of wolves and the occasional, inhuman shrieks of monstrous beings give testimony to
the fact that this is hardly an uninhabited region.
The coastal Jotun tribes believe that the mountains are magical in nature (hence the name
“Seidhr”, which, roughly translated, means “magic”), and so come here to mine for the metals
used in their weapons and armor. Whenever possible, slaves are used to augment these mining
expeditions, which involve the excavation of immense quantities of ice and snow. The raw ore
(often still imbedded in chunks of ice) is transported down the frozen rivers on great wooden
“sleds”, equipped with single-masted sails.
The Jotun claim that ore derived from the Seidhr Mountains is magical and this may be true;
though generally somewhat crude in terms of workmanship, Jotun weapons and armor are notable
for their extreme durability. Upon examination by qualified individuals, captured Jotun weaponry Calypso’s
has occasionally proved to emanate a faint magical dweomer, with certain pieces exhibiting even Daughter
Centuries ago, Calypso
more profound magical properties. fell in love with a dark sorcerer
called Nestros and gave birth
to a child. Ba’al, not willing
to share Calypso, murdered
The Frost Plains Nestros and gave his severed
Beyond the Seidhr mountain range, stretching almost to the northern coasts of Jotunland, lies head to Calypso as a focus for
the region known as the Frost Plains. It is utterly flat expanses of hard-packed snow, unbroken save her magic. Ba’al took the child
for the appearance of an occasional icy ridge or chasm. The Jotun call this place the Fylgjir (FILL- down to the pit with him and
gee-ear) (“ghost”) Plains, and will, under no circumstances, ever set foot in this part of Jotunheim. the broken-hearted Calypso
never saw her again. If some
According to the Jotun, this area is haunted by spirits, a claim borne out, at least in part, by the
brave adventurers were willing
Aesir belief that the plains were once an ancient burial ground of some sort. If true, it is conceivable to brave the horrors of the City
that artifacts dating back to the fabled ages may lie hidden beneath the snow. of Brass and retrieve the child,
If the tales of the sea-faring Vanir are to be believed, however, the Frost Plains may conceal more Calypso would be willing to
than ancient relics. Here, it is said, are found earth-bound demons or terrible frost serpents. Nor do almost anything for them,
do these evil creatures roam the plains without purpose, for they are said to serve the monstrous maybe even give up her evil
entity known as Jormungandr (YOUR-mun-GAHN-dur) who dwells deep beneath the surface of ways….
the icy plains.
The exact nature of Jormungandr is not known. In Vanir legends, the beast is alternately described
as a gigantic serpent of indeterminate length, an ancient great dragon, a wizard transformed by
magic into a hideous demon, and even an ice golem. If the creature exists at all it may well be
immortal (as some claim), with power approaching that of a demi-god’s.

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Ogygia
(oh-GEE-jee-a)
The island of Ogygia lies in the southern reaches of the Sea of the Dead. Despite its relative
proximity to Alba and Iber, few dare to come here due to the sinister reputation accorded to
the surrounding waters. Consequently, knowledge of Ogygia is limited to the often exaggerated
accounts of sailors and adventurers.
The Origin of the While there are many such tales, the most popular is the legend of Calypso (KA-lip-so), queen
Rock Trolls of the Nereids (Sea Nymphs) (NAIR-ree-ids). As the story goes, the Isle of Ogygia is a veritable
The creatures known paradise of lush vegetation, warm springs, and cool grottos. In the most beautiful of these grottos
as Rock Trolls started as dwells Calypso, an enchantress of surpassing loveliness. She is attended by a host of nymphs, each
an Atlantean experiment in more lovely than the last.
enhancing their Nethermen
From the shores they call to passing ships, singing of the beauty and peace which are to be found
troops. The Nethermen they
created bred with a startling on Ogygia.
fecundity though they required It is said that men of good heart are welcome to stay on the island, for Ogygia is a haven for the
vast amounts of iron in their weary. Those who would stay for more than a single evening, however, will wish to remain forever;
diet to survive. When eating such is the way of Calypso and her subjects, whose charms are beyond the power of mortals to resist.
the flesh of fallen foes wasn’t The truth is a little harsher. Calypso is real, as are her nymphs, but the island is not a place of
enough, these Nethermen beauty, nor are the nymph’s attentions as pleasant as the stories claim. Calypso and her brood are
turned to iron fillings. When the
human women that have given themselves wholly to the worship of Ba’al. These demonic witches
project was abandoned, the
use sorcery and guile to lure sailors to their deaths on the island. Calypso must provide a hundred
Nethermen found the richest
source of iron they could and souls to Ba’al each year as part of a deal to make her immortal; those she cannot purchase from
began mining. Sadly for the the slaver-giants of Anostos she and her nymphs lure to the island where they are devoured in a
Svarten Vanir, this was in the cannibalistic ritual.
Rhiphaen Mountains. The Rock Occasionally Calypso will lavish a crew with all manner of wonderful attentions, ordering her
Troll’s “boney” protrusions are nymphs to cater to their every whim. The crew is then sent on their way to spread the word
actually almost pure iron and about the island. Woe-betide the foolish men who visit a second time, however, as they are usually
Rock Trolls often use them as devoured on sight.
both weapons and emergency
food supplies.

The Rhiphaen Mountains


(RIF-ee-en)
The Rhiphaen mountain range runs roughly from the southwest to northeast of Hyperborea.
Long a source of contention among the Rock Trolls and the Vanir, the Rhiphaen Mountains are
rich in iron, tin, copper, and gold ore.
At the lower altitudes, the Rhiphaen Mountains are covered with trees and shrubs; beyond the
tree line only mosses and bracken grow. Both the southern and central ranges are home to a number
of strange and dangerous creatures, especially hippogriffs, which are quite common in these areas.
Even so, the two most dominant species in this region dwell not amidst the wooded foothills or the
rocky slopes, but beneath the mountains themselves. The Rock Trolls and the Svarten Vanir (sVAR-
ten VAH-neer) use this mountain as their battleground.
An ancient, vile, and brutish folk, the Rock Trolls have long battled with their hated rivals, the
Svarten Vanir, for possession of the Rhiphaen Mountains. In recent years the fortunes of war have
not favored the Rock Trolls, and they have been forced to withdraw deeper and deeper into the
depths of the mountains. The Svarten Vanir are far less numerous than the Rock Trolls and while
they hold the upper hand today, their future is not at all certain.
Despite their setbacks, the Rock Trolls are known to still covet the rich veins of ore that run
like still rivers through the upper levels of the mountains. Though their armies have long been
inactive, small bands of Rock Trolls continue to harass Svarten Vanir mining operations, slaying
work crews, causing cave-ins, and undermining Svarten Vanir installations with crisscrossing
networks of tunnels. The Svarten Vanir, named for their town of Svartenheim, can do little to stop
this undermining. The Rock Trolls sometimes employ their larger cousins, the Mountain Trolls,
or the bestial, sightless monsters known as Cave Trolls when attacking the Vanir mines. The Rock
Trolls are similar to Nethermen, but average about 2.2 meters tall with jagged horny protrusions
all over their bodies.
While much of the Rock Trolls’ culture remains a mystery, rumors and legends abound. For
instance, it is said that the Rock Trolls have a single king who rules from deep within the bowels
of the mountain. He is supposedly huge and powerful, and sits on a throne carved from a single

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GEOGRAPHICA
block of obsidian. His palace is located in a gigantic cavern that lies at the nexus of a vast network
of underground passageways, some leading beneath the ocean floor and exiting in faraway lands.
Amongst the lower levels of the palace are other caverns, some filled with stolen treasures, some
housing the giant forges used to smelt metals for the Rock Trolls’ siege engines. Armies of wretched
slave laborers toil in the labyrinthine mines found at these depths, driven mercilessly by their Rock
Troll masters.
As no human has ever seen the palace of the Troll King, such stories may be greatly exaggerated,
if they are true at all. The Vanir, however, have long held such tales to be authentic, and believe We traveled to a cave near
that the Troll King will one day send forth his minions in an attempt to recapture the upper levels. the center of the island known
as Manala. We killed so many
of those Scritifi savages along
the way that my spear arm grew
T hule numb. Kell knew the location
(TU-lEE) and said that his gods sent him a
Thule is an island in the far north between Anostos and Jotunland in the Sea of Dead. Very little vision of where we could find the
is actually known about this island but what is told and mentioned by sailors and adventurers, and true name of the Naga sorcerer
what can be gathered from various legends of the Ska peoples. we were hunting. The Andamen
Thule is said to be a large island with coastal soil that is totally infertile. The air surrounding the Wago and Druna didn’t want to
island is thick with moisture and steam, making it almost impossible to breathe easily and sailors go into the cave but with some
have reported a sensation of drowning. Each year at the summer solstice the sun rises. It never sets, persuasion from Petranova they
but stays in the sky until the winter solstice, after which Thule is enveloped in pitch darkness for relented. The cave was huge and
two months. it seemed like we climbed down
for a day. At the bottom stood
A tribe of savage humans called the Scritifi (skri-TEE-fi) eke an existence from the sparse forests
an old blind woman…Atlantean
in the center of the island. They wear crude animal skins and feed their babes not with mother’s
perhaps. Frozen up to her neck
milk, but with the bone marrow of wild beasts. The Scritifi are primitive and worship dark gods
in hoarfrost, she spoke through
that may be demons. They offer human sacrifices by impaling their victims on sharp sticks and then
split, frostbitten lips the name
throwing the bodies into a deep crevasse. This crevasse lies at the center of the island and is said to
“Kaliya”.
be so deep that it reaches the Underworld itself.
Donobey of Nubia
A second group of humans with strong Atlantean blood, called the Aryu, inhabit a massive
fortress of melted stone overlooking the island’s central crevasse. The fortress, called the Aithusa
(EYE-too-sah), was created by a breakaway group of early Atlanteans as an academy for dark sorcery.
The Aithusa houses but a handful of dark magicians these days as corruption and power-plays have
eaten away at their numbers. Newcomers are looked upon as resources to be used in the seemingly
endless political power games, and new apprentices rarely live long enough to learn much.

The North Sea Islands Flora


Snowweed
In the brief wet summers of the region, the fields of the islands explode in a carpet of flowers,
which attracts insects and birds from miles around. One of the most prolific and useful types of
flowers this far north is the snowweed. The bright purple blossoms are used for everything from
making cloth to healing wounds and infections, while the roots are a major food staple throughout
this region. The local northern tribes that survive here look to snowweed as a sign they are not
forgotten by the gods and the plant is revered, with many legends about its creation.
Effect: Grants +5 to Medicine rolls.

Elkgrass
The elkgrass is found sparsely through the most northern of the islands during the first part
of the winter. Once the ice bridges form joining the islands, the elk will move from place to place
devouring this long grass wherever they can find it. Those tribes that follow the elk will also make
use of this grass for tinder, baskets, mats, snowshoes, and boats to sail between the islands. Some of
the tribes use this grass to create doll-like “poppets” useful for calling for the spirits to either heal
of harm specific people of the tribes. The effigies can be burned, drowned, or treated with magical
smoke and words to create effects in whoever the effigies represent. The seedheads are prolific in
dispersing new plants, but even so elkgrass is hard to find by the end of every winter.
Effect: Tools. Poppets add +5 to curses cast by Dark Arts and Witchcraft practitioners.

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ATLANTIS: The Second Age
Oanhelfar
The word loosely translates to “calming wind” and this strange fungus seems to cure even
the most severe of rages. The bulbous yellow mushrooms have a red frill around the stem, which
differentiates it from the deadlier varieties of yellow mushrooms in the same area. A meal of these
mushrooms raw or cooked will make even the most savage of tempers calm and demure. They are
first found in spring and gathered from all but the coldest of islands. They are most often dried by
the local shamans who then keep them for when they are needed. The drying process is a tradition
carefully preserved in families, and an error can result in death. Correctly preserved, Oanhelfar can
keep for decades.
Effect: Sedative calms anger and rage; WIL DoD +5 to resist sedative. Wrongly preserved
becomes a strength 10 poison.

Summerheath
Summerheath is a blue-flowered, spiky plant that comes and goes as quickly as the season, but
while the pink-leaved plants are at the peak of their blooms, they are harvested to make a heady
drink popular among the island tribes. Most non-natives that attempt to down glassfuls of this
potion find themselves poisoned by summerheath ale, but the locals have slowly adapted to the
brew, and this drink in such high amounts over the summer tends to cause regular drinkers to be
immune to its toxic effects. The plant can also be used as an insect and fungal repellent.
Effect: Non-North Sea natives treat as strength 8 poison.

Icetree
Icetrees are small, stunted, tree-like plants that seem to collect the unadulterated vril that
vibrates so close to the polar region. These ice plants are somewhat blue in leaf and trunk, and
ice-cold to the touch as if frozen. However, this is just the vril energy circulating through the roots
and emitting from the branch tips; contact with these tips causes ice to form on the unfortunate
victim that receives this discharge which can cover a target as big as a medium-sized dog. Children
are especially vulnerable. Extremities have minutes before taking on frostbite. The small seed pods
tend to store this magic capability, expelling the cold when split, making for some interesting sling
weapons when the tribes need to fight off attackers.
Effect: Contact or split pods result in ice forming over area the size of medium-size dog (50
lbs’ worth). Failure of CON resistance roll, DoD -5, results in DR3 damage per round for 3
rounds until it starts melting.

NAMES NAMES NAMES


Aurora, Hyperborea, Ogygia, Thule Cimmeria Haloga, Jotunland
Male Female Male Female Male Female
Agmund Brita Esa Aamu Agni Angrbotha
Einar Aina Fridrick Aili Arnlaugr Aslaug
Jakob Gunnhild Hannu Annikki Baldr Bergdis
Bjarne Chatrine Hjalmar Helvi Einarr Brynhildr
Guttorm Anja Jari Ilta Fenris Eir
Haakon Hildur Mauno Jaana Guthbrandr Dagrun
Ludvig Edmr Pekka Lyyli Gunnarr Ingrith
Didrik Hulda Seppo Pirjo Heinrikr Kenna
Magnus Frida Teemu Paiva Hrolfr Lifa
Ragnar Gerda Uljas Riikka Kolr Signe
Mikkel Lisebet Ulrik Ritva Ormarr Siv
Tormod Kariane Urho Satu Ranulfr Svanhildr
Sigurd Mathilda Veli Sirja Sigmundr Tofa
Ulf Leviken Vihtori Sisko Skari Tyra
Sven Nathalie Vaino Taina Snorri Ynghildr

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GEOGRAPHICA

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ATLANTIS: The Second Age
North Sea region

Location Adventure Seeds


1. The Phantom Vessel 9. The Seidhr Runewitches
Off the coast of Thule lies a half-sunken ship. Encased in ice and locked The Runewitches of Seidhr are an order of female magicians that
in the rocky embrace of some misshapen coral formation, the ship is unlike claim all the mountains for their own, though they are few in number and
any other that presently sails the seas. Some think it is possibly an ancient practically can’t patrol it all; hence, the Jotun are able to mine as long as they
Ophidian craft or some cast-off nightmare of the gods. Strange demonic don’t return too often to the same place. The Runewitches use a great metal
entities and the ghosts of drowned sailors are also frozen in the ice here, scrying mirror to find children with magical potential; they kidnap these
which makes travel to the ship treacherous. children and return with them to Runeholdt, their hidden fortress, where
the children are brought up as Runewitches. The Runewitches are marked
2. Blood Crystal Shore by the magic metal armor in which they encase their bodies.
On the northern shores of Hyperborea sits a giant crystal outcropping.
The local Svarten Vanir and Rock Trolls frequently battle on the rocky shores 10. The Jotunwall
near the great crystal and the seas nearby occasionally seem stained with red. Along the northern coast of Jotunland stands a massive wall of boulders
Sailors watch for the crystal for it not only serves as a warning of the rocky and cut stone. The wall is over 20 meters high and runs for well over 160
shoals off the Hyperborean coast during the day, but also glows brightly at thousand kilometers in length before disappearing into the ocean. Nobody
night and serves as a beacon to help them find their way. knows who built the wall or why, but sometimes, in the darkest depths of
winter, alien-looking ghosts walk the walls as sentries.
3. The Castle Resplendent in Ice and Light
The Castle Resplendent in Ice and Light was an Atlantean fortress 11. Temple of the Ice Dogs
established on the coast of Jotunland during the height of the Atlantean In the long abandoned Lemurian outpost and university dedicated to
Empire. No one knows the fate of its inhabitants for these days the fortress the Lawgiver lives a group of Nethermen. The sub-human inhabitants have
is almost continually locked in ice. Occasionally flashes of raw Vril energy converted the university into a temple to their nameless demonic dog-god
erupt from within, breaking it free of the encroaching glaciation and and their shamans have gleaned enough of the Lemurian knowledge on the
painting the skies above with a panoply of colors. walls to create an unstable but powerful ley line nexus that allows demonic
beings egress into our world.
4. The Frozen Shore of Fritya
The Frozen Shore is a strange anomaly in the southern Sea of the Dead 12. The Infernal Hearth of Uljas
where the chill arctic flows of the North Sea swirl and clash. A small island It is said that a master craftsman named Uljas made a deal with the
made entirely of ice, little larger on the sea’s surface than the deck of ship, demon lord Ba’al that allowed him to make the most potent weapons of
floats here. Waves wash across it, pouring down a pit at its center. The pit destruction. No one knows if the legend is true but the ancient Atlantean
swirls and spirals down through the sea. Lined with ice, it is difficult to blacksmith is known far and wide as the preeminent maker of tools for
climb. Many have been lost down its depths and a piteous moaning and murder. His hearth sits on top of a volcanic fissure that bellows gouts of
howling rises from within it with every new moon. During Wayeb, the flame and caustic smoke that (if legends are true) issue from the nose of
ghosts of all who have been lost down this pit are set free to roam the nearby Ba’al himself. The old blacksmith works with several Tauran apprentices to
seas in phantom ships. make weapons if the price is right. When not working on commissions,
he constantly labors to forge great links of iron and brass chains that are
5. The Witch-light Sea dropped into the fissure.
This section of the North Sea is famed for the myriad sparkling lights
that shine beneath its surface. These lights resemble an innumerable quantity 13. Vault of the Hoar Frost Giants
of lanterns, floating in the dark, icy sea. Tritons who have visited the area Carved from the side of a mountain is the last stronghold of the last true
will say nothing of what these lights may be, but will say that the lights are giants. At the center of their great hall is a stone cube 500 meters wide and
false lures and belong to the dead. high, carved from the living mountain and fixed with a large iron door: the
Vault of Giants. Inside are said to be secrets from the Time Before stolen
6. The Sea of Children from dreams of the Elder Gods. The giants will occasionally gamble with
The waters surrounding the island of Aurora hold many strange things, outsiders to allow a single individual access to the vault. The scant few who
not the least of which are the eggs that sometimes bob to the surface. These win never emerge unscathed.
strange, multi-colored orbs are twice the size of a man’s head and, it is said,
if treated correctly hatch into all manner of wonders and horrors. 14. The Igdresil Forest
Hidden deep in the Utgard Forest is a copse of ashwood trees known as
7. The Sleeping Wood the Igdresil. The trees form the largest and most powerful Vril circle known
This large woodland, which stretches along the east cost of Jotunland, is on the planet and legends say that standing at the center allows anyone to
unseasonably temperate, at least for half of the year. On the first of Wayeb travel virtually instantaneously through the conduits of geomantic energy to
each year the land and all within it is instantly flash-frozen, only to thaw out any other powerful Vril source. At the center of the 30-60 meter copes is the
unharmed half way through the year. Emberwyrms, drakes with breath like a tree known as Mimameior with branches that rise into ever-present clouds
blast furnace, hunt the woods during the frozen times, blasting and thawing 500 meters above. The sap from the tree is said to give those who taste it
their helpless prey. Walking through the woods during the frozen periods is godlike powers.
an eerie experience with all the wildlife rooted in place and unmoving.
15. The Cave of Mimis
8. The Shrine of the Lurker Below At the southern base of the Rhiphaen Mountains lies a cave that blows
Something lives in the Rhiphaen Mountains, something dark, old, and a steady blast of cold air from some dark nether realm. In the belly of this
powerful beyond belief. The stories say that deep within the caverns one icy cave is a well of sparkling silver water. The well’s waters are said to be the
can find a dread shrine filled with obscure icons and ancient magic. Anyone coalesced imaginings of sleeping gods and those that imbibe the waters will
praying for power at this shrine is said to receive it, though the nature of this think and dream as they do. The well is guarded by an ancient being of ice
power isn’t specified. and shadow who will allow any to drink if they pay it a price.

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GEOGRAPHICA

213
Oceans and Seas

214
Oceans and Seas

The Atlantean Ocean


The open waters of the Atlantean Ocean are vast and largely uncharted. Where once Atlantean
ships plied the sea lanes during the daring days of the First Age, today the old trade routes are hardly
ever traveled. A few ships from Atlantis, and an occasional adventurous crew from Tharshesh, can
sometimes be found in the northern waters of the ocean; once in a long while, a ship from Tarucua
in Tamoanchan crosses over to Atlantis or Gondwana. On the whole, though, the far reaches of the
Atlantean Ocean remain untraveled and unexplored in this age of fear and superstition. Though
there are many islands in the South Atlantean Ocean, as can be found from study of ancient maps, The Island Beast
An island-sized creature
these are not found on modern charts. For generations, seamen have regarded the existence of any
wanders this ocean. The
land in the heart of the ocean as completely legendary, convinced that the whole area between
monster’s back is covered in
Tamoanchan, Atlantis, Gondwana, and the Nether Realm is completely bereft of land of any kind. plants, earth, and even some
This widespread belief has made many sailors refuse to sail out of sight of the continental coasts, for wildlife so it resembles nothing
fear that they might be lost in unknown waters without hope of a successful landfall. more than a tropical island
Though humans and other land-dwellers seldom sail the Atlantean Ocean, the Tritons of Antilla paradise. Woe betide anyone
routinely visit these waters. They revel in the absence of land-folk, and in the abundance of sea who sets foot on the island
creatures and unspoiled nature. The Tritons know of the southern islands, though they have not however as the tempting pool
explored them; they are adamant about preserving these regions as they are, and so have never at the center of the island is
filled with digestive fluid and
revealed what they know to non-Tritons. Considering the Atlantean Ocean as a last refuge for their
can strip a man to bones in an
tribe against encroachment by outsiders, they do not even let it be known that they travel the deep instant.
waters of the central and south Atlantean Ocean.
These waters are far from calm. Ocean currents here are unrelenting, and the weather is violent
and stormy more often than not. The eastern ocean floor is sometimes wracked by earthquakes,
causing tidal waves, surging currents, and other hazardous conditions. Maelstroms appear
intermittently throughout the ocean, and two are permanent features. The whirlpool at Maelstrom
Bay off eastern Atlantis is the only one that appears on human maps, the other being in the central
ocean. The largest of these — indeed, the largest maelstrom in the world — is called the Maw by
the Tritons. Its effects reach across nearly a third of the Atlantean Ocean, but it is only a subtle
undertow over most of this area. As the traveler approaches the center of the Maw, this current
becomes swifter, eventually evolving into an irresistible pull that swirls the water and everything in
it in ever-decreasing circles over an area hundreds of kilometers across. At its center is the enormous
whirlpool of the Maw. It is said that no mortal human, Triton, or otherwise, has ever been into
the Maw and returned to tell of it. It is the one place in the Atlantean Ocean where the Tritons of
Antilla never come.

The Atlantydes
(at-LAN-ti-dees)
Ancient human maps bear this name to mark a group of five large islands, plus a scattering of
smaller ones, deep in the heart of the Atlantean Ocean. The southernmost of the main islands is
on the arbitrary boundary between the Atlantean Ocean and the Forgotten Sea. These islands have
long been lost to human history, for men travel these waters no longer. The Antillan Tritons call
them the Islands of Solitude.
There are ancient accounts of these islands in the libraries of Atlantis, though most modern
scholars dismiss them as seafarers’ legends from the First Age. The weather is said to be pleasant
on the northernmost of the islands, getting colder and harsh as one travels south. All are said to be
uninhabited save by birds and a few small animals.
One tale, said to be based on a sailor’s eyewitness account after he was rescued by the Tritons
from a small boat in the middle of the ocean, is especially mysterious. This sailor, a common
seaman named Glaucus, journeyed with an archaeological expedition that sailed to the Atlantydes
in the waning days of the Golden Age. Megalithic ruins, mostly toppled, overgrown, and buried,
were discovered on most of the islands. The southernmost island was found to hold an immense
pyramidal structure of unknown origin on a cliff towering over the southernmost promontory.

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ATLANTIS: The Second Age
Glaucus claimed that his ship anchored in a harbor below the pyramid, christened Haven Bay,
and the expedition set out to explore it. At this point his account becomes confused, but it would
seem that none in the party actually entered the pyramid. The sailors and scholars began fighting
one another for no apparent reason, and seem to have killed one another until only Glaucus was
left. He took a boat and fled the island in terror, though of what, nothing is said. When found and
aided by friendly Tritons, he was on the brink of death from thirst and exposure, and quite insane.
Scholars dismiss the story as a legend, or the ravings of a madman, but the ancient accounts
speculate that some pre-human mystery awaits rediscovery in the Pyramid of the Atlantydes.

Cabbalusa
The sailors are right to fear (kah-ba-LU-sa)
the ocean, some of my more Stories of Cabbalusa are common among seafarers, who claim that it is an isolated island located
aggressive brethren have been somewhere in the southern reaches of the Atlantean Ocean. Once it may have been meant to be a
known to sink vessels that they serious account of a distant land, but today even the sailors who repeat these stories don’t believe
felt were intruding too far. in them.
Thalmia, Triton Sorceress By all reports, it is a veritable paradise, often sounding like a second Ogygia. Scenic cliffs rise
high out of the sea, giving way to grassy meadows where flowing streams and crystal pools offer an
idyllic retreat for weary sailors. Sea birds, small animals, and gentle breezes are described as adding
to the serenity of this quiet land.
The legends also say that Cabbalusa is populated by a race of human-like females, extraordinarily
beautiful in all respects, save for their lower legs, which resemble a goat’s (shaggy and ending in
cloven hooves). These women are supposed to seduce any sailor who lands on their islands with
their physical charms and their beautiful, haunting songs. They can supposedly so mesmerize a
man that he will not even notice their goat-like extremities. The story also claims that the man who
gives in to the seduction of one of these raven-haired temptresses will become her slave for life. The
tales claim that many unfortunate seafarers live out their lives as mindless thralls to the Cabbalusan
women, besotted with love.
There are those who say these women are witches who serve a terrible Empusa, one of the
Greater Demons. Each month, it is said, one of the hapless males is sacrificed to this Empusa;
in return, favors are granted to the witches. These typically take the form of deliverance of new
males to the island. Sailors claim that storms, navigational errors, and other mishaps to ships at sea
(skirting the Gondwanan coasts, for instance) are caused by these witches or their demonic patron.
Now and again, half-mad derelicts in waterfront taverns will claim to have escaped from
Cabbalusa, but few believe their stories of pleasure and horror.

Sea Of Baku
(ba-KU)
The Sea of Baku connects with the Erythraean Sea through the straits between Turan and
Jambu. Turan and Scythia lie to the west, Jambu to the east, while an arc formed by Hyperborea
and Zemlazelan separates the northern stretch of the Sea of Baku from the icy North Sea. From the
isle of Bathsheba to uninhabited Zemlazelan, it is a shallow sea, especially near the coasts.
The tides can create or inundate hundreds of tiny islands. (None lie more than a few feet above
or below the water at any given time.) The constant flux between salt water and open air makes
them inhospitable to marine life and surface life alike, leaving the islands barren and rocky.
There are permanent islands dotting the Sea of Baku as well. The larger, more accessible ones
are generally dominated by Sheba; those which are too hard to reach, or too small to be of use, are
usually uninhabited. A few are occupied by exiles, outcasts, hermits, and similar people. These isles
are known collectively as the Isles of Zora (ZOR-a; “The Dawn”).
Even more dangerous to seafarers than the shallow water is a terrifying natural phenomenon
that gives the Sea of Baku its more colorful name: Sea of Fire. The central region of the sea is a
constantly billowing mass of flame and choking smoke. Oil and natural gas springs on the shallow
seafloor spew their flammable liquids unceasingly to the surface. How the fire started no one knows,
though certain religions make reference to this phenomenon. No one can guess how long the Fires
will last, but some claim that their end will herald a world-wide cataclysm.
Besides providing inspiration for storytellers, the Fires of Baku effectively deter travel between

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GEOGRAPHICA
north and south across the sea. The Shebans, those ubiquitous seafarers, skirt the southern sea but
hardly ever venture past the Fires into the northern waters. Only Hyperborean amber serves as a
lure strong enough to encourage a Sheban merchant to brave the dangers of such a voyage, and
all but the most courageous avoid the journey, even so. Even if the Fires are passed successfully,
the hostility of the Hyperboreans and the perils of the return trip are generally felt to be risks that
outweigh the potential profits. Some sailors claim that the Fires can be skirted by hugging the
coasts, through the Strait of Wolves (on the Neurian coast of Scythia) or the Samara (sa-MAR-a)
Straits on the Molodo coastline. These straits are dangerously shallow; a large ship can cross only at
high tide, and still runs a considerable risk of disaster.
The Straits of Samara lead into the Bay of Samara. The waters of this bay, which lies between
the Fires of Baku and the Argan peninsula on the coast of Jambu, are warmed by a favorable current
out of the Fires. The shallow waters support a mass of vegetation reminiscent of the Sargasso Sea,
but rooted to the bottom. It is said that these waters are the feeding grounds of such monstrous Kaliya’s ship was pulled by a
creatures as kraken, leviathans, sea dragons, and plesiosaurs. team of serpents and was faster
The Gulf of Zahran (ZAH-ran) is also rather shallow, but the Shebans have mapped safe than the decrepit Sheban vessels
passages through these waters. Ships without Sheban pilots are likely to be in as much danger as in we were using. Repeated calls for
the passages around the Fires. The gulf is dotted with small islands, most of them claimed as estate good weather went unheard by
lands by Sheban nobles. Kell’s useless Cimmerian gods. We
Between Hyperborean Cimmeria and Eridan in Scythia is a deep sea basin, the Eridan Straits. decided upon a desperate plan to
Also located in the straits is the Well of Awatan (a-wa-TAN), which causes strange tides and currents cut through the Sea of Fire and
during storms or under the full moon. Local legends tell of sea monsters and sea devils living deep surprise the Naga sorcerer.
within the Well, but these are probably much exaggerated. Sightings of such creatures are few and The area was nothing like
far between, though some sailors with a flair for mystery claim that this is because those who face what I expected. It was calm and
the true horror of the Well of Awatan do not escape to tell the tale. balmy, but not like the stories I
heard of a hell on Earth; that all
changed at sunset. In the distance
The Erythraean Sea a water spout shot into the sky
and ignited, and the tip like a
(air-ITH-ree-en) watery candle. The fire quickly
Sometimes referred to as “The Sea of Sheba” or “The Queen Sea” — both in reference to the raced down the spout and ignited
Sheban seafarers who have made this sea their own — the Erythraean Sea is a fairly calm body of rivers of oil all around us. In front
water crisscrossed by the heavily traveled sea-lanes of the Sheban trade. of our vessel the sea bulged and a
The borders of this sea run along the continent of Gondwana, Turan, across the strait between great bubble of gas pushed to the
Turan and Jambu, which connects this sea to the Sea of Baku, down the coast of Jambu to Lemuria, surface and exploded into blue
and then back along the uneven line of the Isles of Ozar and the land of Punt. In the east, the flames, knocking our mast down.
Erythraean Sea gives way to the Bay of Ishnu between Lemuria and the Veddan subcontinent on The captain screamed for his
the south coast of Jambu. oarsmen to double their pace
Where the sea borders on Lemuria there is little waterborne traffic. Ancient tradition has named and we made our escape from
this region the “Forbidden Waters”; though none now know the derivation of the name, it has an the churning conflagration of
evil reputation among sailors. Only the most foolhardy would even consider sailing the Forbidden hellwater.
Waters. The name appears even on the most ancient of maps, and has sufficed to keep countless Donobey of Nubia
generations from venturing into the area.
The Erythraean Sea is known for its abundance of aquatic life. Its calm coastal waters are usually
crowded with small fishing boats. The Forbidden Waters are said to be subject to fierce seasonal
storms, as are the southern straits around the Isles of Ozar. Here, at the Fangs of Lemuria, the
weather is harsh and the sea treacherous.

The Isles Of Ozar


(O-zar)
Strung in a ragged chain from the great island of Punt to the coast of Lemuria, the Isles of
Ozar form an arbitrary boundary between the Erythraean Sea and the Forgotten Sea. In ages past,
they were known as the Fangs of Lemuria, a name derived from the treacherous line of low-lying
islets, rocky spires, and underwater reefs that comprise the chain. Running roughly east-northeast
from Punt, the undersea ridge forming these islands is a hazard to any vessel that dares to sail these
waters. Besides the constant threat of tearing the ship’s bottom out on a reef, the currents that swirl
through the island chair can play havoc with navigation, especially at night. Storms are common as
well, and more than one ship is believed to have felt the bite of the Fangs in days gone by.

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ATLANTIS: The Second Age
The largest island is said to have been the home of the Archmage Ozar, a powerful and eccentric
wizard who claimed sovereignty over all these isles over a hundred years ago. Legend has it that
Ozar populated all but the most insignificant of these isles with a bizarre menagerie of exotic
beasts collected from over the entire globe, and even from other planes and dimensions. He is also
supposed to have kidnapped beautiful human women, spirits, and other such females. No one
knows what his purpose may have been, though the topic has been the subject for much conjecture
and fanciful storytelling.
In old Lemurian tales, the Sailors generally avoid these waters, and not entirely because of the navigational hazards of the
regions known as the Forbidden isles. It is said that all who approach the island have heard noises unlike any they have heard before
Waters are called in our native — the calls of wild beasts, and weird roars from monsters and other strange creatures. No one has
tongue the “Storm-tossed Seas”. claimed to have landed here since the coming of Ozar.
Linguistically, the name is similar
in pronunciation to Forbidden
Waters in High Atlantean, which
could account for the origin. The The Sea of the Dead
seasonal storms here are very Far to the north of Atlantis lies the Sea of the Dead, a cold, dark sea loosely bounded by Anostos,
fierce, yet Lemurians have sailed Jotunland, Hyperborea, Europa, and Atlantis itself. It is a strange and mysterious sea, known for its
these waters for centuries. One sea-dragons and great icebergs, summers of unending day, and winters of the darkest night.
must be able to read wind and The islands that dot the sea range from sinister realms of evil beasts to the lovely garden isle of
wave in order to safely navigate. Ogygia. Those who sail these waters may expect to find adventure, for both wonders and perils are
My suspicion is that others blame to be found in this region.
their poor skill on the waters and
so have named them cursed.
Caerwyn Ironjaw, Lemurian
The Forgotten Sea
“Steer south from the Fangs of Lemuria”, says the ancient seaman’s tradition, “with the Twisted
Cross above your bow. There shall ye find the wonders of the Lost Land”. Few have braved the
perils of the vast ocean known as the Forgotten Sea in recent memory. Though most seafarers of the
eastern hemisphere are familiar with the location and reputation of the Forgotten Sea, there are only
a few obscure stories out of the ancient past to suggest what may lie there.
The Lost Land of the old navigator’s instructions probably refers to the continent of Mu. The
great, largely desolate land mass is little known outside the isles of the Elysium Sea, and only the
most ancient maps show the shape and location of the land with any degree of accuracy. It is a
mysterious, sparsely inhabited continent, and most of the reports from travelers who have visited
the land have contained as much fancy as fact.
The Forgotten Sea includes all the waters south of Punt through the Isles of Ozar, Lemuria, and
Mu, all the way to the Isle of Dreams. The Nether Realm forms the other edge of the sea. In the
west, it merges imperceptibly with the southern reaches of the Atlantean Ocean; to the east lies the
Stygian Sea, which is even more terrifying in reputation than the Forgotten Sea itself. All told, the
sea wraps around two thirds of the globe.
The southern expanses of the Forgotten Sea are choked with icebergs and ice floes. Many
varieties of whales, seals, and sea lions are reported to inhabit these waters, along with large,
flightless swimming birds that congregate on the ice to breed. Close to the Nether Realm, it is said,
I spoke to a Triton who claims strange elemental and demonic creatures roam the waters, delighting in the destruction of ships
to have ventured close to these and the deaths of sailors.
islands. He told me that he saw
An old tradition claims that there is also a race of friendly spirits living in the far south, a
a colossal stone statue wandering
forgotten race of spirits. The Ice Spirits, as they are called, are supposed to inhabit icebergs, floes,
from island to island. It was so
and the great ice sheets. Legend says that they are born, age, and die with the mass of ice they are
massive that the water only came
associated with, much like dryads and their trees. Seafarers believe that the Ice Spirits can command
up to its waist at the deepest
the weather in these waters through ancient magic, and will use their power to curse any ship’s crew
points in the ocean.
that causes them harm (by building fires on the ice, for instance), or to aid those who do them a
Thalmia, Triton Sorceress good turn.

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GEOGRAPHICA
Stygian Sea
(STIJ-ee-an)
These dreaded waters are rarely sailed by men. The few sailors who have been foolhardy enough
to explore the sea have returned — sometimes — with stories of fell creatures of unknown origins
stalking ships like jungle cats stalking prey. Leviathans and kraken, huge beasts of incredible power,
are supposed to dwell in the dark waters, and ordinary sea creatures — whales, squid, octopi, and
sharks — are rumored to reach tremendous sizes in this region. An old Triton story tells of a
But the true danger of the sea is said to be a tribe of demon-worshipping Makara who live deep giant whale made of orichalcum
within the Stygian Basin. Their shamans have brought scores of lesser demons to become permanent and glass that wanders these
denizens of the evil waters. The giant great white sharks are supposed to serve the Makara, as well.waters. In some stories it’s a
Earthquakes wrack the ocean depths, perhaps caused by the closeness of the demonic planes, Golden Age Atlantean toy, in
causing massive tidal waves to radiate outward from the heart of the Stygian Sea. others a Lemurian who loved
technology too much and was
cursed by the gods. It’s a fanciful
idea and surely not true, but it
T he N ether sles I does make for a good tale.
Aside from the Satyrides and Taenerus (sa-TEER-id-eez, TAY-en-air-us), next to nothing is Thalmia, Triton Sorceress
known for certain about the islands and islets off the coast of the Nether Realm. Only three appear
consistently on ancient maps of the region, most of which are considered of dubious origin.
Over the ages cartographers have given these isles all manner of names; most are obviously
fanciful inventions. Among the more common names the Nether Isles are referred to in this Modern
Age are: the Forgotten Isles, the Forsaken Isles, the Cold Isles, and, the Isles of World’s End.

The Satyrydes
(sa-TEER-id-eez)
Stories of the Satyrydes come down from very ancient Atlantean accounts, supplemented by a
few more recent tales by far-ranging seafarers.
The Satyrydes are three in number, all very large islands. Two lie within the Forgotten Sea,
called Panogwyll (pan-og-WIL) and Panogyr (pan-og-EER). The third, and largest, is Panogea
(pan-og-EE-a), and lies near the mouth of the Ice Bay of Garmar (gar-MAR), a perpetually frozen
indentation in the coast of the Nether Realm. A few tiny ice-covered rocky islets also dot the waters I once looked into the legends
nearby, but they are not considered part of the Satyrydes. of the Southwind Dayseeker. I
Ancient seafarers tell of the hidden valleys of these three islands, shrouded in mist and heated found it curious that a quartet
by hot springs. Three are located on Panogea, two on Panogyr, and a single valley is said to nestle of ships bound for an Atlantean
in the rugged mountains of Panogwyll. These valleys are filled with strangely luxuriant vegetation, colony wound up so far off course
almost tropical in nature, and a variety of fauna that would hardly be expected in such cold lands. and into such hazardous waters.
Small colonies of tree spirits and Gwyllion (gWILL-ee-on) live in the valleys, the only intelligent While one could posit some
dwellers said to reside on these islands. strange eruption of Vril as the
In the winter, the sea freezes between all three of the Satyrydes and the coast of the Nether cause of the ships’ entrapment in
Realm. Every eleven years, bands of spirits and Gwyllion are said to make a sacred pilgrimage on ice, it still does not explain their
foot to the Ice Cove of Panogwa (pan-OG-wa), on the shores of the Nether Realm. It is an arduous
presence near the Satyrydes. I did
trek, and many die, but the strongest reach the Ice Cove despite the hardships of the journey. Once
there, they erect an ice monolith of tremendous size within an equally large circle of solid ice; upon find a solitary reference in an old
completion of this task, they hold an orgiastic fertility ritual lasting eleven days. Then they return dockworker’s log about a ship
once again, losing even more of their number on the return trip. They believe, say the old accounts, noted as the Dayseeker, but it
that this ritual ensures the strength and hardiness of the next generation. referenced its position in a flotilla
In the summer, the ice melts, but icebergs and floes continue to clog the coastline and clutter of six vessels being outfitted
the sea around the islands. It is a dangerous region, with the cold, stormy weather making travel for “alchemical research”. The
difficult and the danger of drifting ice a constant hazard. Moreover, sea dragons are believed to roam matter bears more investigation.
the waters, especially near Panogwyll. Caerwyn Ironjaw, Lemurian
A comparatively recent account tells of a visit to the Ice Bay of Garmar by a Sheban vessel driven
far across the sea by unrelenting storms. Somehow, the Shebans avoided the hazards of the waters
and escaped alive, bringing back stories of a small fleet — four fat Atlantean merchant ships, of First
Age design — frozen solid within the ice. Even crew members were supposed to be visible, still at
their posts, staring through tons of ice at a horizon they have never reached through thousands of
years. The Sheban story is particularly intriguing because the name of one of the Atlantean ships,
Southwind Dayseeker, occurs in an old Atlantean legend of a ship lost before the Cataclysm while
carrying a cargo of orichalcum to a distant Atlantean colony.

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ATLANTIS: The Second Age
Taenerus
(tay-en-AIR-us)
Once part of the Nether Realm, the island of Taenerus is said to have separated from the
mainland due to earthquakes and rising waters. Supposedly the quakes inundated a narrow, low-
lying land bridge and set the island adrift to the north. The southern approaches to the island,
according to legend, are very hazardous, thanks to this shallow water — the Taenerus Reef. Taenerus
lies between the Nether Realm and the twin islands of Aconcagua and Gualaguala, and so guards
the passage between the Atlantean Ocean and the Stygian Sea.
There are numerous ancient legends about Taenerus, most of them patently absurd. But it
is always said to have been a source for rich deposits of precious gemstones, and Atlantean ships
are known to have visited the forbidding, desolate island regularly in the First Age. It is also said
that Atlantean sorcerers performed experiments seeking to produce plants and animals capable of
thriving here, with mixed success. Strange monsters are supposed to haunt the rocky island even
yet.
The inhabitants of Aconcagua and Gualaguala regard Taenerus as a sacred place, where they
believe dead heroes journey to live out their afterlives in perpetual triumph over the monsters there.
The neanderthaloids are said to quaver at the thought of anyone visiting there, for fear that heroes
and monsters alike will be set free to roam the lands of the living. Thus, they will do all in their
power to stop strangers who seek to visit the sacred isle.
Taenerus is harsh, savage, and dangerous. The summer is dry and bleak, while winter is a time
of terrible blizzards and frigid subzero temperatures.

220
GEOGRAPHICA

221
ATLANTIS: The Second Age
Ocean and Sea

Location Adventure Seeds


1. The Tooth of the Maw believe that this vessel comes from the lost vault.
Preserved at the edge of the giant maelstrom known as the
Maw is a construction of singular design. The centerpiece of this 7. The Teeth of Thon
construction was a First Age Atlantean device, towed into place and In the northern expanses of the Euxine Sea lies a series of jutting
left to study the deep sea. The Maw, however, has pulled the device rock formations with a never ending stream of smoke issuing from
away from the Vril-lines that powered it and overtime wrecks and the tops. On the side of the largest rock is a great cave with stairs that
salvage have accreted against the columns that reach down to the lead to the underworld.
sea floor far below. The result is a conglomeration of ships that the
surviving sailors have patched together into a makeshift city. One 8. Karybdis
day, the whole thing will likely fall into the Maw, but until then the On the southwestern coast of Saturnia lies a boiling whirlpool
stranded generations of sailors pray that they might be delivered. called Karybdis. The swirling waters measure 200 meters across and
can swallow ships whole. It is said that ships that ships consumed by
2. The Isle of Turtles Karybdis are vomited upon distant shores.
One of the Antlantydes is noted on ancient maps as the Isle of
Turtles. The giant turtles which inhabit this distant shore are reputed 9. The Ice Coven’s Fortress
to be ancient, wise, and quite verbose. A society of sorts exists among A large iceberg wanders in the Northern Sea following the
them, and they are said to argue and debate all manner of things for currents surrounding Anatos. Atop the iceberg sits a great fortress of
long hours. ice and stone built by a group of witches called the Ice Coven. The
coven is guarded by a tribe of wild Nethermen and Asena Andamen
3. The Burning Bronzes who depend on them for a very potent opiate made from the fabled
Off the Neurian Coast of Scythia in the Sea of Baku rise two Ice Lotus that grows only in the ice caverns of the iceberg. At the
huge domed towers of bronze. While there are a few openings, all center of the fortress is a frozen drop of the Demiurges blood that is
of them are covered with sheets of seemingly unbreakable crystal. sometimes harvested for the coven’s most potent magical rites.
No one is ever known to have entered into one of these two towers,
nor has anything ever emerged from them. Some Tritons claim that 10. Chalchiuhtlicue Nursery
huge ceramic pipes run from the base of the towers where they meet South of Tamarac Sound is the spawning grounds for great sea
the sea floor out into the Sea of Fire, but their purpose remains a serpents and a holy site to the Aztlan people. The waters in the area
mystery. churn and roil with activity as the large serpents here mate and give
birth to their young. The area of the sea is littered with large scales,
4. The Sargasso Pirates broken egg shells and the remains of unlucky visitors.
A small flotilla of ships makes up the nation of the Sargasso
pirates. While many of the ships are little more than barges that
sail within sight of each other on a circuit above Antilla, there are
other vessels which bravely range out into the open sea to raid the
occasional merchant ship off the coast of Atlantis or pillage the coasts
of Eria. They do not take so much as to invite reprisal from Atlantis’
navy, but they are an annual bane to small shipping concerns.

5. The Last Golden House


Rising above the waves at one end of a huge forest of kelp are
a series of bronze covered walls. Wooden docks have been hung
over these to provide safe mooring, and above them rises a fortified
structure that looks more like an Atlantean noble’s manor than
anything else. Within this structure exists a small society that serves
as a gambling hall, brothel, and haven against the strictures of
Atlantean law.

6. The Vault of ArcKombe


Before Antilla’s destruction the nation’s aquatic armory was
stored in a massive vault hidden just off the coast. The exact location
of the vault wasn’t marked on any map and Triton explorers have
never been able to locate it. In recent months an undersea vessel of
unknown design has attacked ships passing close to Antilla. Some

222
GEOGRAPHICA

223
Tamoanchan

224
Tamoanchan Region
(tam-oh-ahn-CHAN)
Much of the rugged continent of Tamoanchan remains wild and inaccessible, with the
population centered on several advanced lowland cultures. The civilizations of Tamoanchan range
from primitive cultures of wild tribesmen, to decaying remnants of Ophidian imperial power,
to sophisticated neo-Atlantean regimes. From the Nazcan mountain realms to the jungles of
Oguanabara, Tamoanchan presents a multitude of cultures over its varied and harsh terrain.
Geographers divide Tamoanchan into four separate overarching regions based on terrain and
climate. The north of Tamoanchan consists of mountains, deserts, and fertile bands of coastal This continent is home to
lowlands. The central region consists of highlands: rugged mountains covered in thick, tropical a bewildering array of strange
jungle along their sides and rising to icy, snowcapped peaks. This central region extends much of creatures, developing as they
the length of the continent. The southern region is colder, grimmer, and less populated. It shares did in isolation from the rest
some of the mountainous climate of the central region, but lacks the tropical climate. The eastern of the world. The flightless
region is divided into two large peninsulas that extend around the Sea of Acua. Low-lying, tropical, predatory “terror birds” rule the
and dominated by jungle, the east was influenced by the Atlanteans more so than the rest of the continent but saber-toothed
cats and giant sloths roam the
continent.
land too. A common target of
hunters is the giant armadillo
whose shell can be used for
shelter or as a small boat.
Aconcagua
(ak-on-KA-gwa)
A large island off the southern tip of Tamoanchan, Aconcagua is rugged, desolate, and harsh. A
small, semi-nomadic population of primitive hunters armed with stone and bone tools ekes out a
living. Though the species of rodents, deer, birds, and sloths are plentiful, they tend to be smaller in
comparison to those on the main continent.
The main tribes on Aconcagua are a group known as the Chono (SHO-no). Noted for their
shamans, the Chono are made up largely of brownish-grey skinned Nethermen who live fairly
harmoniously with nature. Clever and talented, the shamans of the Chono create large rock-wall
paintings as part of their worship of the New Gods. Occasionally, the Chono defend themselves
against invaders from the mainland, but by and large they are not aggressively warlike.

Aigua Nethermen grow more


(EYE-gwa)
aggressive when living in groups,
A jungle-covered land jutting out into the Atlantean Ocean, Aigua contains a set of central this is a noted fact. Something in
highlands known as the Urag (oor-AG) Mountains. Colorful birds are plentiful here and hunters the Chono’s diet must counteract
from Taracua (tar-ah-Kwa) sometimes venture here to capture parrots. this tendency. If we could learn
A human tribe known as the Uragua (oor-AG-wa) lives in caves and valleys in the central what this is we might save the
mountains, where they tend flocks of domesticated rhea. Metalworking is largely unknown to the world a lot of suffering.
Uragua, though they do know how to work lead taken from their mountain into primitive shapes, Thalmia, Triton Sorceress
mainly cups, bowls, and simple tools.
The Uraguans have very strict codes of conduct regulating gender roles in everyday life. Only
males can make or use weapons, whereas women can be exiled for breaking or using one. Conversely,
only women can prepare, cook, and serve food with men facing exile for doing so. This leads to
occurrences where men may kill an animal during a hunt, but then leave the carcass for the women
to retrieve for cooking. The women are also responsible for religious worship. A local cult dedicated
to the old gods is based on witchcraft practices, centered on a great stone monolith raised in the
center of the Uraguan lands. Female Uraguans who become witches or shamans guard this sacred
monument.
Uraguan traditional stories claim that they came to this region from elsewhere in Tamoanchan,
fleeing from dark-skinned strangers who flew over the seas and fought with bright swords and
armored shells. Some scholars postulate that the Uraguans are an offshoot of the Ulloans who did
not seek safety below ground, but instead fled into the Urag mountains. Other Uraguan stories
mention such figures as the Woman of Stone and the City of Darkness, so such speculation may
not be far from the truth.

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ATLANTIS: The Second Age
Aricagua
(air-ih-KA-gwa)
A transitional area covering an isthmus, this region consists of wild and overgrown jungle rarely
visited by men. Makara haunt the waters off of the coastal regions, and the jungles are home to a
twisted tribe of Andamen known as the Timeri (tih-MEH-ree).
For the most part, the Timeri are Balam Andamen. Known as the “Jaguar-people” to surrounding
We were set upon by Balam lands, they are feared not only for their ferocity, but also for the frequent raids on neighboring
assassins sent by the Naga sorcerer settlements to steal women and slay warriors. Only the Choma (KO-ma) of Awok (AY-WOK are
we were hunting. The “Ghost receptive to the Timeri primarily due to the Choma’s reverence of the jaguar.
Leopards” stole into the home of The Timeri live on the slopes of the Huachamacari (wok-a-ma-KAR-ee) Mountains, but their
the Uraguan we were staying in hunting parties roam far and wide. The Timeri once were highly shamanistic, but sometime in the
and poisoned Caerwyn and Kell past four centuries, their cult was taken over by a demonic entity known as Tehuantl (tay-WAN-
with their poison-tipped claws. I till). Tehuantl slowly perverted the practices of the Timeri shamans to the Dark Arts; now, the
killed two of the Balam assassins Timeri worship Tehuantl as a Jaguar-god.
before Petranova implored the Timeri capture humans, male and female, from surrounding lands. These captives are brought
Earth Lord’s elemental help to to the slopes of Mount Huila (HWE-la) where the Jaguar-people meet and sacrifice to their god.
hold them all in place. I quickly Around these sacred grounds stand huge, menacing statues. Five to ten meters tall, these carved
slit all but one of their throats stones bearing the likenesses of jaguars, humans, and half-transformed Jaguar-people form a semi-
and demanded who sent them. circle around a cliff face, guarding a series of caves. The Andamen offer up the humans in rituals
Dononbey of Nubia beneath the moon, usually involving forced mating. As a result, the humans are left little more than
scarred shells that become homes for demonic spirits. These demonic spirits give the human bodies
the ability to mate with the Andamen and produce demonic, catlike offspring. The Timeri believe
that these rituals are necessary to preserve the power and strength of their bloodlines. Those humans
who do not survive or are too damaged to serve as hosts are sacrificed to Tehuantl.
The caves at Mount Huila also contain a gold mine and several sacrificial pools. Each of these
sacrificial pools is surrounded by boulders decorated with gold and carvings of the regular sacrificial
victims — reptiles, amphibians, and humans. On most occasions, animals are sacrificed, but when
each mating ritual is completed, humans are sacrificed instead. A high priest known only as the
Great Jaguar holds sway over these rituals and a small group of acolytes.
The Jaguar-People
Many of the Balam Andamen It is said that the position of Great Jaguar can be gained by any bold enough to challenge the
who are Timeri are not wholly current holder. Such contests are held on the night of the full moon when the entrants engage in
Andamen any longer; instead, a duel to the death consisting of tracking one another over many days and vast tracts of territory
they have become something before closing in for the kill. Cunning and strategy are more important to victory than mere
else, tainted by Ba’al. There strength. When a Great Jaguar dies a natural death, or if neither contestant survives, a slightly
are still some Balam amongst different version of the same ritual is conducted but with any who wish to become Great Jaguar
the Timeri who are have not participating in the hunt until only one remains.
been wholly converted, but
many of them still practice the
Dark Arts, participate in the
rituals of Tehuantl, and look
with unabashed desire at the
Awok
power their kinsmen seem to (AY-wok)
possess. Nearly cut off from the rest of Tamoanchan by dense rain forests, Awok is isolated from the rest
of the world. The Makara sea-devils of the Ocaraba Sea (oh-ca-RA-ba) prevent water routes from
being anything less than highly dangerous.
There are two dark-skinned tribes of humans who inhabit Awok’s jungles: the Choma (KO-ma)
A Traveler’s Tale and the Timed (TIH-med). These two tribes generally do not come into conflict with one another,
In Atlantis, it is said that but they do occasionally have contact with the Timeri Jaguar-people and the Oguanabara cannibals.
an explorer of great magical
The Choma are a wild, primitive, animistic people who worship animal gods and prowl the
prowess once reached Awok
and found there a great jungle in a bestial existence. They live and hunt as the animals that they worship do and shun
megalithic circle deep in interaction with other peoples. They often flee initial encounters, only to return later in force to
the jungle. Buried beneath investigate trespassers. Many of the Choma are shamans, or exhibit some small ability to speak with
this site, she was reputed to the spirit world. Each family worships a particular animal that individuals then adopt as personal
have discovered numerous gods. During the mating-season of their totemic animal, they seek out others of their tribe to
treasures dating back to copulate with, and if none can be found they sometimes kidnap others for this purpose. Children
the Atlantean Golden Age. are kept with the mother until four or five years of age whereupon they are given to the shaman
However, most folk discount chiefs.
such fanciful tales.
All of the shaman chiefs revere the owl as a totem, who they say symbolizes the magic of the
New Gods. The shaman chiefs are responsible for raising and educating the young at a megalithic,

226
GEOGRAPHICA
communal temple called Oguaana (oh-gwa-AH-na). This temple-village consists of a great stone
monolith surrounded by the stone dwellings of the chiefs. Further out, a circle of human rib bones
are planted in the ground, dedicated to Hawwa. Further still are totems marking the boundaries of
a circle of defensive magic said to destroy any non-Choma that approach with evil in their hearts.
The second tribe in the Awok region is the Timed. A slightly more sophisticated people, they live
a precarious existence of hard work, using slash-and-burn agriculture to keep back the encroaching
jungle and eke out an existence with simple farming, hunting, and fishing. Primarily, the Timed
grow manioc, yams, coco, and tobacco. These latter two crops are used as narcotics in rituals and
ceremonies. Pit-traps, poison-tipped spears, and blowgun darts supplement agriculture by bringing
down such animals as bush pig, sloth, tapir, birds, and monkeys. On rare occasions, giant alligator
might be hunted so that fish from inland lakes can be harvested with tridents and large nets.
Most of the Timed communities are small and live in single, large, communal buildings. These Drums in the
buildings are often abandoned after a few years when the Timed must move their croplands. Each Jungle
community tends to be self-sufficient, but mates are taken from outside the community. Timed A variety of magical
society is stratified with the women being the hunters and the males the farmers, though every practices can be found in Awok,
community member will take up arms in self-defense. Timed territories are marked by erecting a from Shamanism to Witchcraft,
single large monolith, with a band’s territory consisting of all land within a day’s journey of that and even command of minor
site. The monolith also serves as a center for religious worship, particularly amongst the magic-users elementals as sorcerers do. All
of the Timed people. While Timed religion is an off-shoot of shamanistic practices, the Old Gods of it, however, is accompanied
in some way by the beating of
still dominate, though there are factions that revere the Elemental Chieftains of Air, Earth, Water,
drums. Sorcerers beat drums
and Fire. to the rhythms of elemental
ley lines, witches pound out
pulsating thumps to lull the
senses and send messages to
Birama the spirit world, while shamans
(ber-AHM-ah) use the staccato hammering to
aid their trances. Though few
Near the mouth of the Acuan (ah-KWAN) Sea lies a region of rugged land covered in jungle
outsiders come to Koma, many
and swamp, and filled with dangerous predators such as jaguars, giant caiman crocodiles, giant boa in the region fear the sound of
constrictors, and wild boars. The real danger, however, lies in the strife between three separate tribes drums in the jungle.
of humanoids.
The most numerous tribes are the Hoac (HO-ak) who are Nethermen warrior-cannibals
responsible for many of the stories that Birama is infested with demons. The Hoac are friends to
none, often attacking strangers on sight. Though they do take captives, they also drag off the bodies
of those they kill for food. Brown-skinned and short of stature, the Hoac make extensive use of
facial and body scarring as ornamentation.
Hoac religion is necromantic, focused on the summoning and worship of a variety of demons.
While much of the worship is the simple appeasement of demonic forces, Hoacan priests also
demand aid from time to time to deal with dangers that threaten the tribe. Such summoning rituals
are preceded by great cannibal feasts as well as the offering of captives. Such rituals are held during
the dark of the new moon, at a secret clearing somewhere in the heart of Birama.
Because of the frequent need for victims, the Hoacans spend a great deal of time raiding the
other Biraman tribes for sacrificial victims and prey. They use the bones from victims as weapons,
tools, and decoration, while skins are used for a variety of purposes: clothing, tents, water skins,
and so forth. They have little of any other sort of crafts, though Huacan shamans occasionally
domesticate the poisonous jararaca (ya-ra-RA-ca) snake, which they use in combat to deadly effect.
For the most part, the Huacans stick to the Biraman interior. The Acuan Sea is home to
numerous Makara that even the Huacans fear. The swamps of northern Birama are home to another
dangerous group, the Pachamama (pa-CHA-ma-ma).
The Pachamama are a large, matriarchal tribe of Ahl-At-Rab led by a sorceress queen who fights
for dominance in the region against the Huacans and the scattered bands of Biraman Andamen.
They maintain a standing army consisting mainly of cavalry mounted on giant caiman crocodiles.
The queen sells the services of her elite female units as mercenaries to any of the Tamoanchan
nations that can meet her prices.
Living in a subterranean and half-submerged city at the edge of the northern swamps called
Karmaq (KARM-ak), the Pachamama keep many of the old Ophidian beliefs and traditions.
Karmaq was once an ancient Ophidian fortress that was abandoned during the Lemurian wars. The
inhabitants were left behind to fend for themselves and soon united under the leadership of the
only surviving officer, a female Ahl-At-Rab. Since then, an unbroken lineage of rulers has ruled in
Birama. The queen carries a twisted, black, iron staff of reportedly great magical power left behind

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ATLANTIS: The Second Age
by the Ophidians. Even the Atlantean explorers who came to Tamoanchan during their Golden Age
learned to respect the power of the Pachamama, and often paid tribute to the tribe.
Remnants of that Atlantean exploration and early struggle against the Pachamama are not only
evidenced by the Huacan Nethermen, but also by numerous bands of Andamen who still roam the
southeastern coasts of Birama. Mainly made up of Jaguar-, Wolf-, and Owl-men, the Andamen
now form small scattered bands that fend for themselves, trying to stay hidden from the larger
powers around them.
Unending War
The Pachamama have kept
many of the Ophidian traditions
alive, but in the millenniums
Ecua
since the fall of the Ophidian (EK-wa)
Empires, they have tired of A mountainous land in central Tamoanchan, Ecua supports a thriving river-valley culture along
ceaseless war. Though the the banks of the Caucus (ka-wak-AS) River. The Ecuan civilization is fairly sophisticated, centrally
Pachamama have no great
organized, and based around a concept of perfection.
love for the Lemurians nor
the Atlanteans, their primary The people are short in stature with swarthy skin and straight, black hair. The upper classes wear
concern in modern times robes of brightly colored cloth, decorated with geometric designs, whereas the lower classes wear
is preserving their culture, little more than loincloths. Their culture is supported by agriculture and magical knowledge, but
providing for their people, hunting is a traditional pastime that displays individual strength, cunning, and prowess. Hunters
and possibly expanding so use bows, dipping arrows in a lethal toxin taken from the secretions of a colorful species of frog
that their children have room native to the jungles of the region.
to grow. The biggest threats The ruling monarch is known as the Cua (KWA), which is literally translated as the “perfect
to this are the Huacans. The
human”. Perfection, to the Ecuans, is judged by an individual’s strength, intelligence, wealth, and
Makara of the Acuan Sea do
little to help matters as they fame. While an individual’s position in Ecuan society is largely hereditary, most Ecuans have some
constantly seek aid and remind opportunity to rise or fall entirely upon their own merits or flaws. The Cua presides over five
the Pachamamans of their councils, each corresponding to one of Ecua’s five citizen classes: the Council of Warriors, the
shared past as descendents of Council of the Highborn, the Council of Scholars, the Council of Craftsmen, and the Council of
the Ophidians. Ecua. Slaves have no representation in government, but the other councils all serve to advise the
Cua on matters relating to their individual areas of authority.
Descending from the Cua, the Council of the Highborn is comprised of the nobility who
possess great wealth and power. Each of the representatives of the five councils is elevated to this
class, meaning that they have standing in two different classes.
The Council of Warriors is comprised solely of active duty military and separated further into
six additional castes based on military rank. Ecuan warriors wear headdresses and clothing made
Perched to of animal skins, and carry obsidian daggers at all times. When going into battle, they wield clubs,
Conquer spears, bows, and occasionally animal hide shields. Before battle, they often prepare themselves by
From their mountain chewing coca leaves or drinking the fermented juices of fruits and berries, elevating themselves to
valleys, the Ecuans are ready
an almost berserk form of battle frenzy.
to plummet down over the
neighboring nations and The Council of Scholars is made up of Ecuan men and women who both preserve the culture’s
conquer. Perfection, they history and esoterica. They spend much of their fortune funding expeditions to find new magical
reason, will ultimately entail lore and knowledge.
spreading themselves across The Council of Craftsmen is made up of individuals who have some productive skill; potters,
Tamoanchan and from there, leatherworkers, woodcarvers, stone masons, and hunters all qualify for this class. Skill and wealth
perhaps, to the world at large. determines rank within the class. Gold, silver, copper, turquoise, emeralds, and similar resources
The Ecuans see the other
are also common.
Tamoanchan nations as little
better than slaves, though there The Council of Ecua are all those who are not members of the higher classes. Many of the poor,
are individuals who they accord criminals, and so forth are all a part of this class, as are peasant farmers.
greater status. The Ecuan Below the Council of Ecua is a vast slave class. Slaves are not considered citizens, have no
army is one of the largest on representation, and no chance of upward mobility. And yet, even slaves have ranks within their
the continent and they are classes, the lowest of which are never permitted to remove their chains or bonds and cannot be left
developing a small naval force without escort or supervision. The highest, however, wear only a symbolic neck-band, sometimes
off of their western coast. even made of precious metals if their owners are of high status. All slaves in Ecua are foreigners,
prisoners of war, criminals, or the children of slaves.
The primary city in Ecua stretches over 12 kilometers of both banks of the Caucas River valley.
Called Cauc (ka-WOK), the city itself is stratified based on social class, with the slave dormitories
built of mud and thatch in the north and the massive stone mansion of the Cua in the south. Other
Ecuan settlements — Gualilagua (gwa-li-LA-gwa), Oquayaquila (oh-gwa-ya-KEE-la), Ocatagua
(oh-ka-TA-gwa), Sogamo (so-GA-moh), and Atarata (at-ar-AH-ta) — are instead all built on a
spiral pattern, with the highest social ranks living in the center and the lowest at the outer end of

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GEOGRAPHICA
the spiral.
Ecua is strong and stable, and has resisted the territorial advances of both the Quecha (KESH-
wa) and Nazca (NAZ-ka)for centuries. A permanent state of war exists between all three nations
and has lasted long enough to become somewhat ritualized. However, the Council of Scholars has
uncovered and decoded enough artifacts that it believes it is able to construct a hybrid Ophidian-
A Magical Coup
Atlantean Vril pyramid. Construction of this wonder has already begun atop a ley-line convergence A little more than two
near Sogamo. Called Inkari (IN-ka-ray), the Cabal of Crystal Skulls meets at this site regularly to hundred years ago, a cabal
monitor the progress of the pyramid, which they claim will be done within the next few years. of sorcerers from the east
arrived in Ecua, bringing with
them a collection of crystal
skulls and bound servitor
Gualaguala demons. Since that time, they
(gwa-la-GWA-la) gradually increased their hold
and power in Ecua. Eventually
Similar to its sister island of Aconcagua, Gualaguala is the southernmost reach of Tamoanchan. they unlocked the power
Like Aconcagua, it is rugged and poor, but manages to be slightly less barren than its northern of the crystal skulls, which
neighbor. A greater abundance of wildlife has enabled the Chono (SHO-no) tribesmen to gather transformed the cabal.
into larger groups and establish more permanent dwellings. There is some minor agriculture Now, the Cabal of Crystal
centered on the village of Tagua (TA-gwa). Skulls appears as normal
Ecuans, but with crystal flaming
A circular village of dome-shaped huts of bone and skin, Tagua is home to the high shaman of
skulls for heads. It is said that
the Chono. Near the shaman’s house, which sits just outside the village, is a monolith dedicated to these skulls are the focus of
the New God Og enclosed in a circle of mastodon bones dedicated to the New Goddess Hawwa. their power, and that the power
It is said that within this circle, any shaman’s power increases dramatically. Called the Circle of from the skulls was so great
Achacala (ash-ok-AH-la), it is here that the Chono continue worship of the New Gods through that the magic burned their
rituals and ceremonies. flesh away and transformed
The high shaman reigns supreme at Achacala, though it said that other magic-users can sense their bones into glass.
the power of the shrine even from the seas nearby. The Chono say that only a shaman of the New The Cua lives in fear of the
cabal but his people are filled
Gods can fully grasp the power that courses through Achacala. All Chono shamans who have visit
with nationalistic pride by the
the site are distinctive, their faces unmarred by facial hair but painted with broad stripes of black, innumerable successes and
white, and grey. power the cabal have brought
to the Ecuan military.

Huac
(HU-wok)
The peninsula of Huac is the northern extreme of Tamoanchan. It is a varied land containing
harsh deserts, rugged mountains, narrow coastal plains, and a few dense jungles. The island of The Dark Rivers
Tamawa (ta-MA-wa) is considered part of Huac as well. The region is wild and uninhabited, save Huac is riddled by a vast
for diverse and often dangerous fauna. Giant snakes, huge tarantulas, large lizards, enormous network of underground rivers
that range from the mountains
scorpions, and vultures are common to the deserts along with coyotes and other larger, solitary
to the sea. Giant boreholes,
animals. In the mountains, ocelots, pumas, peccaries, jaguars, and bears all reside; the plains are made presumably by the pre-
home to deer, lynx, hare, and armadillo. The jungle wildlife is diverse and abundant, but insects — Atlantean civilization, join the
mosquitos, leeches, and giant-sized versions of each — are especially common. rivers to the surface. Early
Though uninhabited now, Huac once supported a flourishing civilization that has long since exploration by Atlanteans
vanished. Historical treatises in Atlantis indicate that this culture was dying out even as the first showed that the rivers were
Atlanteans began to expand beyond the island of Atlantis. The only remnants of this lost civilization manmade tunnels and not
are the ruined cities and ceremonial complexes they left behind. Like Ulloa (oo-LOW-ah) in the natural. Perhaps the now-
vanished culture was actually
far south, these silent and mysterious ruins are said to be haunted by strange beings and ancient
aquatic in origin?
magic, as well as holding treasures beyond all comprehension. No one knows the fate of the people
of Huac, or even who — or what — they were.
A few cities have been visited by scholars and treasure-hunters that have unearthed artifacts as
well as some evidence regarding the lost culture. They were thought to have been giant humanoids,
or at least human in form. They apparently loved beautiful things; sculptures intricately carved
from gigantic emeralds, gold, jade, or other materials have all been found. The rose was a common
subject, as were jaguars, serpents, and other animals.
During their Golden Age, the Atlanteans attempted to settle Huac and had developed extensive
plans for their colonization project using Aztlan as a jumping-off point. The region was to be
divided into several districts, complete with coastal havens for trade routes, hemp farms, emerald
mines, silver mines, and lead mines. Only a few settlements were ever started, however, due to the
sudden decline in Atlantean power after the Cataclysm. The districts were named and those names

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ATLANTIS: The Second Age
still survive on older Atlantean maps of the area.
The districts of Michuacan (mik-WOK-kan), Managua (man-AH-gwa), and Oaxaca
(wax-OK-ah) were to be agricultural lands after the jungles were cleared. Tacuba (ta-
KOO-ba), Tenango (te-NAN-go), and Sinaloa (sin-ah-LOW-ah) would have contained
various mines for precious metals and stones. Ahuachapan (ah-WOK-ah-pan) and
Ocalahuacan (ohk-ah-la-WOK-on) were named, but their purpose undetermined
at the time. Ruins exist in most of the districts, but the most extensive ones were in
Ahuachapan and Ocalahuacan. These ruins included great step-pyramids, large
monoliths, and statues of great size. Long since abandoned to time, they are
now all overgrown with vines and choked with creepers and other vegetation.
This alone would make them hazardous to explore even ignoring the stories of
evil creatures, terrible guardians, and ancient magical curses.
The Isle of Tamawa sits between Huac and the southern reaches of
the continent of Eria. It is a lonely island best known for a huge cliff
of solid serpentine along its western coast, known as the Elysium
Palisades. Atlantean explorers found and named it during their
Golden Age, but before it could be exploited, internal disputes and
problems in Huac led to the abandonment of attempts to develop
the region. Most of the knowledge of the island is now buried in
obscure books in a few scattered, private libraries.
Tamawa’s landscape is mostly desolate and unattractive. Droughts are
common, often followed by violent, wind-spread brushfires set off by lightning
storms. Usually following the dry season there comes a period of heavy rainfall,
bringing flash floods and mudslides.
The high mountains in the There is still abundant fauna on Tamawa, a fact that sometimes brings
Nazcan lands once supported hunters from neighboring lands by way of boats and canoes. Bear, deer, rabbit,
a small colony of Lemurians, or puma, coyote, snakes, and vultures are all common along with less frequent specimens of scorpions,
so the historians tell us. I have raccoons, skunks, hawks, goats, iguanas, peccaries, and rhea.
traveled to Nazca only once
and I saw little to recommend
the place to my peers, save for
the natives’ primitive use of Vril- M
ana
collectors and ley lines. (ma-NA)
Caerwyn Ironjaw, Lemurian Situated near the mouth of the Sea of Acua, Mana is a dangerous land covered in tangled jungle
and filled with a variety of dangerous creatures. Much of Mana’s flora is also deadly, including plants
such as stranglevines, charmplants, and violet creepers. Many of these are found along the coast
where the jungle is especially dense.
Many dangerous demonic creatures are said to inhabit Mana; most are thought to have migrated
across the northern border from Birama. Some of these beings are thought to be responsible for the
unusual and dangerous flora. Giant lizards and dinosaurs are common in the jungles here. However,
the Andamen of the region are thought to be more dangerous than the plants, the demons, or the
giant lizards.
The Andamen, primarily Balam, Anubim, and Nemeans, are organized into several tribes
Tamawan Jade that roam the jungle lands hunting for food. They erect small temporary shelters to protect from
Samples from the huge storms or to take care of the sick and infirm. Occasionally they raid neighboring lands for slaves,
deposits of serpentine in sometimes even attacking in savage bloodlust for some perceived slight. They tend to be hostile
Tamawan and the surrounding
towards Atlanteans, the Biraman, Ahl-At-Rab, and Nethermen.
areas were at one time
mistaken for jade. Many However, they tend to be protective and friendly towards humans, particularly the scattered
merchants in times past lost tribes of humans who live in the center of Mana around two ruined cities. These humans have
fortunes funding expeditions to no culture beyond a very basic hunter-gatherer society and seem to have no social organization
Tamawan, being closer to the beyond that of the simple family group. As they have little to no contact with outsiders, there
Atlantean islands than other is nothing known about them and, based off of accidental encounters, it is thought that they
sources in distant Jambu, in have no tradition, no religion, and little in the way of native language. The two ruined cities that
order to retrieve stone from the humans tend to roam between are known to scholars as Tamistitan (tam-ih-STEE-tan) and
Eria and Tamoanchan.
Achamaho (ahk-a-MA-ho). They are relatively famous amongst historians and adventurers. Large
While similar to jade,
serpentine was highly prized and imposing, they were rival city-states controlled by the Ophidians and Lemurians more than a
by the Ophidians, one of the millennium ago. Due to the ferocity of the Andamen tribes that now live in Mana, neither city has
reasons they coveted these been successfully explored.
lands in ages past.

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GEOGRAPHICA
Nazca
(NAZ-ka)
One of the most powerful nations in Tamoanchan, the Nazcan lands are extremely mountainous.
The chief fertile lands of the region are concentrated in five, low-lying river valleys near the center of The Nazca
the region. In these valleys, the rivers flow year round as opposed to other streams in the mountains Pyramids and
that are seasonal, prone to flash floods in the spring and drought in the fall. Besides the Five Valleys, Falcon-lines
there are also fog oases, or “lomas” (LOW-mas). Lomas are formed when ocean fogs roll into the Built by the Atlanteans
valleys during the winter, producing rainfall and filling underground pools and streams. As a result, during their reign, but restored,
abundant vegetation forms in pockets of an otherwise barren region. Animals flock to these lomas, maintained, and copied by the
but outside the conditions are harsh. Nazca in the centuries since,
The land of the Nazca takes its name from a single tribe from the Five Valleys region. Also the Nazcan pyramids are focal
points for political and military
known as the Falcon People, this tribe subjugated the other tribes of the region into a single nation.
rallies and rituals as well as
Power struggles with Ecua, Quechua, and Paragua have hemmed the Nazca in, while a need for
being places of congregation
more and more workable land to feed a growing population has pushed Nazca hopes of expansion
for Nazcans. They are a
and conquest. prominent part of social life in
The Falcon People are human, and take their name from their ancestors’ worship of the falcon as all of the Nazcan cities.
a totem deity. Members of the Nazca distinguish themselves by elaborate facial tattoos resembling Perhaps the most stunning
falcons, and by wearing falcon-feather capes. They use domesticated falcons for both hunting and achievement of the Nazca is
in warfare. Falcon motifs decorate homes, pottery, clothing, and jewelry. the presence of their giant line
The Nazcan capital is the city of Cahuachi (ka-HWASH-ee) in the Valley of the Falcon, a fertile symbols on the Nazca Plain and
fork of land nestled between the Ica (EYE-ka) and Nazca Rivers. Other major cities — Ica, Caango upon various mountain sides.
(kay-AN-go), Kotozh (KO-tozsh), Pachacamac (pa-SHAK-ah-mak), Tambo (TAM-bo), and Teote Begun as an experimentation
(tay-OH-tee) — are in the same general area of the river valleys. Protected from outside influence in manipulating ley lines
by the narrow and easily defended passes through the rugged mountains, the Nazca rely on the in a manner similar to the
valleys and lomas for hunting, agriculture, and the herding of domesticated llamas, alpacas, and Lemurians, combined with
vicunas. half-remembered examples
The mountains in the Nazca-controlled lands provide mineral resources that make Nazca one of of Atlantean sorcery and
the richest realms in Tamoanchan. Large deposits of iron as well as zinc, copper, gold, silver, tin, and runic magic, each of the huge
platinum are all to be found, and there are even small quantities of quicksilver near the Valley of the designs was intended for a
separate purpose, from the
Falcon. Because of this, the Atlanteans once conquered these lands during their Golden Age. Later,
great Tree of Life overlooking
the Hesperian Amazons made overtures of alliance before their own internal civil war demanded
the Bay of Paracas (PA-ra-
attention back in Gondwana. From both of these empires, the Nazca learned a great deal.
cas) meant to promote fertility
Many of the local Tamoanchan tribes reverted to their own cultural ways once foreign and agriculture to the giant
domination, be it Ophidian, Lemurian, Atlantean, or even Hesperian, abandoned them. The Nazca falcon rune on the Nazca Plain
used the lessons learned from these other empires, both past and present, and folded them into designed to provide magical
their own cultural mores and goals. Their fierce and well-disciplined warriors overran any local support to the Nazcan realm.
opposition, conquered lands are ruled by Nazca garrisons, similar to the Hesperians, and tribute For the most part, these
is frequently demanded from surrounding lands. All Nazcans, whether by birth or by marriage, giant designs interact with
are automatically members of the upper class. Conquered peoples and foreigners can only assume the local Vril, funneling power
status by marriage to a Nazcan. All Nazcans, even those elevated by marriage, receive the ritual facial towards the Five Valleys area.
tattoo and earn the right to wear a falcon-feather cloak made by the Nazcan’s new family. Some, however, direct energy
Each Nazcan must serve at least a year in military service, after which they are accorded societal to lomas in the mountains,
rank. After their year of service, Nazcans may leave or rejoin as often as they desire. Since one’s leading some to believe that
military rank determines social ranking, there is a powerful inducement to serve for prolonged there are either secret projects
periods of time or during times of conquest. Wealth is distributed according to military and social or hidden storehouses of
rank. Those of no rank, be they conquered tribes, slaves, or Nazcans who lose status, only receive power there. Other sets of the
as much as they need to live a simple life. The upper class, however, receives wealth and luxury designs seem to twist the local
according to rank and many choose to intermarry with the subject tribes or from the lower classes. Vril and store it in small pools
on the Nazca Plain where it
Nazcan warriors are well trained, skilled in wood lore, tracking, and covert fighting techniques,
eddies out in small pulses.
as well as the handling of falcons. The Nazcan military uses specialized units to scout both their own
Local Nazcan sorcerers have
borders as well as spying on neighboring lands. Armor is frequently disdained by the Nazcans, who developed ways to use these
prefer to enter battle in capes and hoods of falcon-feathers so as to better display their prominent pulses to launch themselves
tattoos. Obsidian, bone, bronze, and iron are all used in Nazcan weapons, with some weapons even into the air, to better emulate
displaying inlays of gold. Clubs, staves, daggers and short swords, spears, slings, and short bows are the falcon and to observe the
all common amongst the Nazcan military. patterns below.
The Nazcan religion once centered on the worship of the falcon, but now it is little more
than a national symbol, though there are still some Nazcan shamans who follow the falcon as a
totem. Many of the Nazca and their classless subject tribes worship the New God, Hawwa. Some
worship of the sun and moon are found in scattered places, but often the image of the Nazca
falcon is incorporated into other religious symbols. Only necromancy is strictly outlawed and is
greatly feared. Nazcan burial rituals call for family members to be interred side by side and personal
possessions are often buried with the body. Care is taken to guard the bodies against theft.

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ATLANTIS: The Second Age
Ogalapago
(OH-ga-la-pa-GO)
Fear of Death
The island of Ogalapago is primarily notable for its active
For a people as enamored
with the passions and glory of volcanoes, thick jungles around its coast, and the variety of
war, the Nazcan ritualization of unusual animal specimens that live there. Prominent among
the dead and funeral rites may these are giant tortoises, strangely colored birds, and
seem extreme to outsiders. bizarre examples of insects.
However, in the past, the The sea nomads of Munark (MU-nark) occasionally
Nazca tribe dealt with multiple venture this far and will rest and resupply here, and the
invasions of undead things Nazcans have journeyed here on rare occasion in the past.
coming over the mountains
Tritons find the island unusually unsettling, though the
from the east. As such, there
is a deeply held fear of dead
Makara are not particularly present in any large numbers.
bodies prevalent in Nazcan For the most part, the islands are uninhabited apart from the
culture as well as a respect for rare visitor.
the slain.

Oguanabara
(oh-gwa-na-BAR-ah)
A jungle-covered peninsula forming the northern limit of the Acuan Sea, the region of
Oguanabara is largely uninhabited. A small tribe of humans known as the Abara (ah-BAR-ah), a tall
and dark-skinned race thought to be related to the distant Nazca, live here. Feared for their hostile
demeanor and grisly practices, the Abara give the Oguanabara a disquieting reputation.
The Abara who range far and wide throughout the region hunting for food are also known to be
head-hunters. Any other humans that they encounter are slain without hesitation, their heads taken
and subjected to a gruesome process. Captured heads have their eyes and lips sewn shut to prevent
the victim’s spirit from escaping, the skull is removed, and the remainder filled with herbs and hot
sand. This procedure serves to shrink the head, after which it is hung by the hair and worn as a
Shrunken Heads mark of proficiency in battle. The more heads a warrior possesses, the greater his or her reputation
The shrunken heads amongst the tribe.
do in fact have powers of Abara shrunken heads are often sought after by traders where they bring a high price as curios in
protection and are highly foreign lands, valued and used as fetishes by necromancers and other practitioners of the Dark Arts.
prized. The heads ward against The Abara are hesitant to kill Andamen, believing them to be bred from demons. As a result, some
magics, giving the user added Andamen tribes from neighboring regions often come to trade live human victims to the Abara in
resistance to various forms of exchange for Abaran shrunken heads. Those heads are then sold to traders and wind up in such far-
magic. Against the Dark Arts the off places as Tartessos, Khemit, and Sheba.
heads give the user a +4 bonus
to any applicable resistance
rolls; versus Shamanism and
Witchcraft the bonus is +2;
and finally versus Atlantean-
style Sorcery the bonus is +1. Paragua
The head may give this bonus (pa-RA-gwa)
a number of times before it
becomes useless and the soul
Mountainous in the west and descending to thick jungles in the east, Paragua is a land virtually
inside is burned out, depending untouched for centuries. The Tumucumaaye (tu-muk-oo-MA-ya) Mountains play host to a variety
on the Renown of the beheaded of demonic creatures, and the caves and depths below them are home to such things as carnivorous
person; a Renown of 1–50 has fungi and other fearful things. Many of the neighboring tribes fear this area, though rumors of lost
one use, 51–100 two uses, and treasures left behind by cults of Ba’al since the time of Ophidians frequently draw adventurers and
100+ four uses. explorers to the area.
In the tiered canopies of the tropical jungle, however, the real masters of Paragua are the
Lemurians. A tribe of Lemurians known as the Uakari (wah-KAH-ree) lives in the treetops. The
warriors of this clan shave their heads, and then dye the skin red and black in fearsome visages.
Believing that the Great Plague was engineered by the Anunnaki, the Uakari retreated higher and
higher above the forest floor. They have adopted a fierce isolationist culture, but rarely do they
attack interlopers in their lands immediately. Instead they track the intruders from above, seldom
appearing, but tormenting their prey with eerie cries, disturbed sleep, and ambush assaults. There
are a few members of the Uakari who are not Lemurians — a few humans and Andamen who have
been taken in by the tribe over the years — but they too must forsake life on the ground for the
safety of the trees.

232
GEOGRAPHICA
Quechua
(KESH-wa)
Like Nazca to the south, Quechua is an advanced and fairly civilized realm. The land here is
rugged and mountainous in the interior whereas the coastal lowlands are fertile and mostly covered
with thick jungle. The region is home to a tall, bronze-skinned group of humans and Ahl-At-Rab
known as the Quechua.
The Quechua claim social and spiritual descent from the Annunaki who ruled much of The Uakari
Tamoanchan in past millennia. The Ahl-At-Rab, largely abandoned by their masters, forged an The Uakari might appear
alliance with a tribe of humans in order to survive and to have numerical superiority over nearby barbaric but they, like all
enemies. Over time, these two cultures have merged together until there is little resemblance to the Lemurians, are masters of Vril
ancient ways of either people. technology. The tribe channels
Vril to enhance the strength and
Religion dominates all aspects of Quechuan life. The high priests rule over a religious-military height of the trees here, while
state where the minorities are oppressed for the benefit of the ruling majority. There are three social they breed particular types to
classes with the priests being the highest class, the warrior-priests coming after, and the low or have few low-lying branches
common class making up the bulk at the bottom. to make climbing them almost
All Quechuan citizens upon reaching puberty are given a series of tests. Those who pass all of impossible.
them may become priests, those who only pass some of them become warrior-priests, and those
who do not succeed at any of them become commoners. The priests rule the nation completely. All
of them shave themselves bald and have a large red triangle tattooed upon the bridge of their noses.
As their rank increases, the size of the triangle is increased as well. Some of the highest ranking
priests have then entire top of their heads covered. This triangle represents the three gods of the
Quechuan as well as each of the pillars of society.
The warrior-priests are responsible for carrying out the will of the priests, enforcing laws,
defending the land from foreign dominance, and expanding Quechuan territory for the glory of Quechuan
their gods. Many of them, human and Ahl-At-Rab, paint their faces with colored pigments and Politeness
wield obsidian-lined clubs. The commoners are the most numerous, and have complex and intricate To the Quechuan, rudeness
subdivisions that are indications of popularity and respect. However, only the commoners truly pay is a sign of weakness. When
any attention to these subclass divisions. The upper classes only pay attention to the commoners one has power and dominance
when laws are broken. In such cases, sentences are harsh and swift, with enslavement being the most over another, it is demonstrated
through utmost politeness and
common followed by death by religious sacrifice.
civility. This occasionally leads
There are many tribes in the Quechuan region who are bound to the Quechua. Food and furs to confusion for foreign visitors
are demanded as tribute from these tribes and the Quechuan religious and social control over them in Quechua who see the lower
is complete. Expansion into Ecua and Nazca has halted in recent decades and expeditions into the classes acting rude and brash
jungles of Paragua often fail to return. to their superiors who in turn
A trade settlement called Ayamagua (EYE-ah-MA-gwa) sits on the coast of the Sea of Acua. behave with measured and
Primarily a link with Taracua, Birama, and other Ophidian-friendly ports, most of the trade here careful politeness in return.
involves the import of iron and gold. Quechua mines produce copper, silver, lead, and tin; the
acquisition of iron drives much of foreign policy of the nation. Though commoners craft tools and
utensils from bone, pottery, reeds, skin, stone, and some metal, they are not allowed to own metal
goods.
Quechuan architecture tends towards the immense and impressive. Ceremonial centers
dominate the landscape, built from sun-dried brick, carved into solid stone, or built of huge
quarried rocks. Many of these are covered in overlays of polished metal; gold, silver, copper, and
tin all gleam brilliantly from the walls, columns, and stylized statues. Palaces, shrines, barracks,
fortifications, treasuries, and large warehouse-markets, each controlled by members of the upper
classes, are common sights. Commoners, however, are not allowed to build with stone or brick,
and must live in such homes as they can construct from branch and skin and logs. A small floating
village of reeds bobs at the edge of Lake Titicaca (TIT-ee-ka-ka) and cliff-dwellings carved into the
mountainsides are unique ways that inventive commoners have worked around the law.
Quechuan religion is based on the worship of three powerful deities. Though there are scores
of lesser godlings worshiped by the commoners, the priests acknowledge three of them above all
others.
Ekkeko (ECK-eck-oh) is a god of the hearth and wealth. The Quechua make dolls that represent
him, sometimes placing a small miniature of something they desire inside the doll. This is believed
to represent an offering that will cause the user to receive what he or she desires.
Kukamama (KOO-ka-ma-ma) is a goddess of health and joy. Her origin stories paint her as a
promiscuous woman who was cut in half by her many lovers. From her body grew the first coca
plant. The leaves of this plant are used by the priests to make narcotics that are used regularly
amongst the Quechua and sometimes sold in foreign lands.

233
ATLANTIS: The Second Age
The primary deity of the Quechua is Tici-Viracocha (TEE-kee-WEE-ra-KO-cha), a ravenous
god of the sun and fire. Commonly represented with a moon, sun, or bearded and feathered
serpent designs, he demands sacrifices frequently — not of captives or foreigners, but of his own
worshippers. To fulfill these sacrifices, appease Tici-Virachoca, and win his continued support for
the Quechua, the priests have instituted a national lottery. All members of the common class are
automatically subject to the lottery, whereas only volunteers are taken from among the upper two
classes. Those chosen by the lottery are sacrificed to Tici-Viracocha on the next holy day. The
number of lotteries in a year and the number of victims chosen varies, but the average is six lotteries
a year and a total of thirty-six victims during that span.
The Return of the There are a few small splinter cults within Quechua. These radical and devout factions within
God the upper classes are weak in terms of power and membership, but they do know a variety of secret
In the ancient myths of Tici- arcane arts. One such cult is said to employ a technique similar to the Abara one for shrinking
Viracocha passed down through
heads, but that Quechuan cult does it to entire bodies, animating the withered corpse for use as a
the Ahl-At-Rab, the bearded
god leaves Tamoanchan by spy or a familiar.
walking away over the waters
of the Elysium Ocean, though
the myths claim that one day he
would return. Taracua
And so he has. (tar-ah-KOO-ah)
A great feathered and
bearded serpent has taken A low-lying and jungle-dominated region on the eastern shore of Tamoanchan, Taracua is the
up residence in one of the most civilized region of eastern Tamoanchan inhabited by a metalworking, city-based culture that is
Quechuan worship centers. open to outsiders and engages in regular trade with the outside world. Though other civilizations in
Calling itself a variety of names Tamoanchan have been influenced by past empires and developed superior military might or sheer
including Quetzacohuatl architectural scope, Taracua has best preserved its own ideals and philosophies, creating a society
(ket-TZA-ko-ah-tul), Con- of great vigor.
Tici (KAHN-TEE-kee), and Three cities are present on the coast of the Atlantean Ocean and nearly all of Taracua’s
Viracocha (WEE-ra-KO-cha),
population lives in these settled areas. The largest of these is the capital, Vaca (WA-ka); the other
the creature has established
itself as dominant over a faction
two are Buranhaem (BUR-an-hem) and Iberahem (EYE-beer-ah-hem). Merchants from Atlantis
of ruling priests who now worship and Gondwanan ports visit these cities from time to time, and in turn, on rare occasions, the
it as their god incarnated. The Taracuans sail eastward in search of trade or on pilgrimages, quests, and so forth. A fourth city,
feathered serpent encourages which is more of a port and mining village, called Sarahem (SAR-ah-hem) sits on the Acuan coast
this worship and is pushing the and conducts sporadic trade with Quechua.
priests to expand their rule and Blessed with fertile land, the Taracuans grow manioc, sweet potatoes, yams, pumpkins, coffee,
the dominion of the Quechuan. coca, tobacco, and legumes. Hunters bring in tapir, peccary, monkeys, birds, and turtles to sell as
food or to animal trainers. Mines bring in raw ore, and the craftsmen of the cities do a brisk trade
with both finished goods and ingots of raw metal.
Taracua maintains a standing army comprised of both men and women. Many of these forces
are arrayed along the borders with Birama and Mana to protect the Taracuans as well as its farmers
and huntsmen. Soldiers are also assigned to protect the Taracuan cities, farms, and ships.
The nation is ruled by a king and queen who are only occasionally bound by ties of marriage.
The two monarchs rule jointly, and remain on the throne for life, or until voluntary or forced
abdication. New monarchs are chosen by the other elite of Taracua — the Council of Sages and
the Council of Landowners. The sages are made up of esteemed astrologers and wise men, and the
landowners are formed from the plantation owners, military officers, merchants, and other wealthy
citizens. Each of these councils has one vote each and thus must reach some consensus amongst
their own ranks, whereas each of the monarchs has two votes a piece. For laws and other measures
of national import, four of the six votes must agree.
Taracuans love color and artistry. Buildings as well as large stones are covered in brightly
colored murals, ranging from surrealistic and geometric shapes to realistic depictions of animals or
forest scenes. Body painting is also common, as clothing in this hot, wet land is usually minimal.
Tattooing is less commonly practiced, for the Taracuans prefer to change their bodily designs as
often as foreigners change their clothing; however, only the very rich can afford the time every day
to indulge in extensive body decoration. The love of art in Taracuan culture is elevated with all
that they produce. Fine sculptors, they have developed useful pottery sculpture that is an art form
with the results being both useful as well as pleasing to the eye. These works, as well as jewelry and
metalwork, are valued by foreign merchants and bring up to ten times the standard worth in far-off
places such as Tartessos, Atlantis, or Khemit.

234
GEOGRAPHICA
The City of Vaca
The Ghosts of
(VAH-KUH)
Vaca
The coastal capital of Vaca is built upon the ruins of an ancient Atlantean port. Though most of For all its civilization and
the city’s buildings are made of adobe and palm thatch, the most important structures are built of modernity, Vaca is also haunted
massive stone blocks, many in imitation of the old Atlantean style and some being actual Golden by strange specters. These
Age structures. shades wail during the dark
hours of the night. The sound is
Vaca has few individual shops, preferring instead a large public marketplace where hundreds
both alarming and distressing.
of vendors sell their wares. As a result, prices can fluctuate greatly from day to day or from vendor Though the wealthy can shut
to vendor. In order to keep the peace, a state-appointed adjudicator sits under a special awning of some of this noise out behind
woven mats to preside over each day’s marketplace. their stone walls, the common
The regents of Taracua reside in Vaca along with many high priests, astrologers, and military people are frequently disturbed
elite. A large military contingent led by Taracua’s seven female war-chieftains lead divisions of by the cries.
the city guards. The city is well-patrolled, and criminals are treated harshly. The punishment for The Taracuans are hesitant
theft is slavery; the perpetrator’s face is marked with identifying tattoos or scars. A second offense to bring in necromancers,
especially after numerous
usually means death. Murder, regardless of intent or circumstance, and adultery are punishable by
schemes and ploys by their
execution. In all cases, the accused is allowed but a single chance to argue his or her case, after which enemies over the years. So,
swift judgment is passed. many of them prefer to suffer
when the cries begin in the dark
hours rather than eliminate
them.
Ulloa
(oo-LOW-ah)
The inhospitable and mysterious land of Ulloa consists of a long peninsula jutting southwards
between the Atlantean Ocean and the great Stygian Sea. Harsh and barren, the land descends from
high mountains in the north through tracts of jungle to rocky promontories overlooking the seas.
According to ancient Atlantean texts, however, this was not always the case. Ulloa was once
home to a thriving civilization with many mountain cities. A series of religious civil wars spurred
on by the rise of cults, perhaps spurred on by the Sons of Ba’al, caused the Ulloans to battle one
another ruthlessly, turning ever inward as their nation fragmented.
Seeking rich copper deposits mentioned by Lemurian stone-talkers and Ahl-At-Rab historians,
the Atlanteans once sought to conquer this distant land. The splintered Ulloan civilizations were
unable to offer up effective resistance against the invaders and city after city fell. The siege of
the final city, Yamquisapa (YAM-kwi-ZAP-ah), is a subject of myth, legend, and song in both
Tamoanchan and Atlantean sources. While the facts are disputed, it is known that a powerful
shamaness and priestess of the New Gods sought to call upon their power to defeat the Atlanteans.
When what has been described by foreign sources as an elaborate, dark ritual reached its climax, the
New Gods did indeed intervene. The fabric of the world was weakened around Yamquisapa and fell
creatures found their way through. The Atlanteans were daunted by this, turned back, and though
they accepted the surrender of the terrified inhabitants and soldiers, they never entered the city to
either plunder or occupy it. The ruins are said to lie there still, closed up, feared, and abandoned.
In the wake of the Atlantean conquest, however, the entire Ulloan population later rebelled, The Makara do more than
following a shaman leader who promised a prophesized salvation atop Mount Achane (ah-KA-nee). visit Acua; they are digging deep
Groups slipped away into the wilderness by the score, making their way to the sacred mountain and channels under the water across
climbing to the summit. There, they found a mysterious Golden Door that legend says revealed a the Tirakamba island chain. The
passage to a strange and fabulous subterranean world. Eventually, the Atlanteans found themselves channels are getting deeper every
masters of a depopulated land. No one knows the true fate of the Ulloans, but some scholars year and if they aren’t careful
believe that the myths of the Ulloan disappearance are evidence that there are vast caves under the they’ll tap into the lava flows.
Tamoanchan southern mountains. Soon after the Ulloans vanished, the Atlanteans, too, departed,
Thalmia, Triton Sorceress
carrying off the plunder of the region.
These days, most of Ulloa is a bleak place, haunted by memories of terror and mystery and
home to giant reptiles and dinosaurs.

235
ATLANTIS: The Second Age
The Acuan Sea
(ah-KOO-an)
The Sea of Acua nearly splits the eastern portion of Tamoanchan in half. A warm, tropical body
of water, it is frequented by the Makara making it extremely difficult for travelers and limiting sea
trade to vessels that hug the safety of the coast. One major set of islands sits in the wide, flaring
entrance of the sea through the Mana Sound. These islands, known as Tirakamba (teer-ah-KOM-
ba), are mostly uninhabited.

The Isles Of Tirakamba


(teer-ah-KOM-ba)
Dozens of small islets form a barrier of sorts between the Atlantean Ocean and the Acuan Sea.
Most are small, home to little more than scattered vegetation and small animals. The largest of these
islands, Inigre (ee-NEE-gra), is home to an isolated human culture.
Inigre is surrounded by megalithic walls of precisely hewn stone. Built in some ancient time by
an unknown but obviously advanced culture, these walls augment the island’s natural stone cliffs
to present a continuous barrier against the outside world. The native Inigreans call this barrier the
“Wall of the World”.
Explorers have “discovered” Inigre repeatedly over the ages, but no record exists of any ever
having penetrated the outer wall. What is known of the Inigreans is passed down via traditions in
Taracua. The Taracuans claim to have received visitors from Inigre centuries ago; those stories paint
the Inigreans as isolationists with only scant knowledge of a wider world and little desire to learn
more. Inigrean legends, the Taracuans say, seemed to have been based solely on contact with the
savages of Birama, Awok, and Oguanbara, leaving the private island people with little trust or hope
for the wider, outside world.
The Taracuans say that at the center of Inigre there is a great, colossal stone megalith of the
same type of workmanship as the island’s walls. The Inigreans know nothing of its origins, but visit
it on their holy days, laying garlands of flowers at its base before departing. The Inigreans refused
to discuss further details of their religion with their hosts, however, so the significance of this is
unknown.
The Inigreans who visited Taracua were familiar with mining and metalworking techniques.
Gold, copper, and precious stones are apparently common enough on Inigre that they disdained
examples of such in the Taracuan marketplace.

The Ocaraba Sea


(oh-ca-RA-ba)
The deep waters of the Ocaraba Sea north of Tamoanchan include the neighboring waters of
the Gulf of Tamara (ta-MA-ra), the Gulf of Tacuba (ta-COO-ba), the Gulf of Tamagostad (ta-
ma-GOST-ahd), and the Maka Lagoon. Freshwater springs and mountain runoff, the swamps of
Aricaqua and Awok all mingle with the saltwater of the Atlantean to form the largest lagoon on
earth. The Makara sea-devils find this area intoxicating: the fresh water is something of a narcotic
to them, and the low salinity is stimulating.
As a result, the Makara are common throughout the Ocaraba and their presence prevents the
peoples of Eria from crossing the Tamarac Sea to reach Tamoanchan. Much of the sea is clear and
warm. Seaweed, tropical fish, and many species of eel are abundant throughout the region.

236
GEOGRAPHICA
The Nether Realms
Far to the south, at what some say is the edge of the world, rests the mysterious region known
as the Nether Realms. Bordered by the Stygian and Forgotten Seas, the Nether Realms are largely
shunned by sailors throughout the known world.
Tales of this strange land abound in both legend and in primitive folklore. The peoples of
southern Tamoanchan call this place the Land of the Dead. Here, or so they claim, the spirits of evil
men and women are doomed to wander forever as punishment for their earthly sins. They describe
the area as being burning hot by day and freezing cold by night. The air is said to be choked with
clouds of burning dust that, carried upon the wind, hover over all like freezing specters.
The Elysium islanders also have legends of this region, calling it the place from which all dragons
hail. According to one such series of stories, dragons are born of fire and emerge from the depths
of volcanoes that form the center of the Nether Realm. From there, the mighty serpents bring
forth the riches from deep within the earth to spread them far and wide. In these tales, an island
warrior travels to these forbidden lands to steal the treasures of the dragons only to be captured and
devoured alive for his foolishness.
Many such tales exist, and the shallows along the coasts of the region are littered with scores
upon scores of shipwrecks from all nations and times. Some of these are from explorers who sought
the ancient land of dragons; others are washed here by the seas, thrown up by the oceans to rot
beneath the skies.
According to ancient Anunnaki texts, there exists somewhere in the Nether Realm an ancient
necropolis. Built upon an ancient sacred site in the base of a long-dead volcano, the site of Ningen
(NING-in) was used from the earliest times as the place where Anunnaki heroes were interred.
Later, prominent slaves of all races were buried there as well, sometimes even bricked up alive with
their former masters. Some sailors have claimed to see what they describe as the shape of several
pyramids rising in the vicinity where Ningen is rumored to be, but much of the time clouds of
fog, ash, or mist hide the place from view. The howling and frigid ghosts of both Naga and men,
however, have been seen upon the shores of the Nether Realm, either beckoning or warning off
ships depending on the tale.
Many more such tales exist, all perhaps of questionable value to the experienced seaman or
navigator. Of more practical consideration may be the voluminous tome entitled, THE LOG OF
THE MARINER (author unknown), reputedly discovered long ago in the hold of a half-sunken
Sheban trading vessel. Though rife with gross overstatements and absurd postulations, the book is
uncannily precise in certain aspects, and so is presented here in excerpted form.

The Demi-State of IX
The Demi-State of IX is an accursed place situated in the Nether Realm, south of the
island of Taenerus. IX was once, perhaps, a kingdom. Certainly, it existed prior to the
expansion of the Annunaki who came to the Nether Realm later to inter their dead. When
the Annunaki came, they found the ruins and above them raised a great fortress at the
chaotic junction of several mountain ranges. This fortress sits above a nexus of ley lines
and Vril energy that resonates throughout the area creating overlapping waves of power
that thin the barriers between the world, the underworld, and the spirit realm.
A powerful demon, rumored to be the first Jinn turned by Ba’al, now rules in the fortress
of IX. He presides over a court of sorts made up of other ancient demons. Due to the
factious and impetuous nature of demons, the exact numbers and make-up of the Court of
IX changes constantly. Over the centuries the innumerable ruses and chaotic half-formed
plans of scores of demons have littered the mountain ranges around IX with populations
of monsters and creatures from around the globe. These monsters have bred amongst
themselves, been mutated by the strange energies from the Castle of IX, and been
corrupted by the power of Ba’al.
Each of the mountain ranges that stretch away from the Castle of IX are now claimed
by the various descendants of those beasts brought here long ago which remain near the
castle to bask in the strange energies that flow from beneath its stones. The restless spirits,
nightmares of the Elder Gods, and presence of Demons traveling to and from the Castle
make this region dangerously inhospitable. The wrath and power of the ancient prisoned
within the Castle’s walls make any attempt to reach the strangely glowing walls of the
fortress of IX itself a fate worse than death.
Contributed by John Rudd

237
ATLANTIS: The Second Age
“Thousands of kilometers had we traveled, through hazards beyond mortal endurance, when at
last we approached within sight of our fearful goal: the terrible place known as The Nether Realm.
From our distant vantage point we could make out what appeared to be the bluish outlines of a vast
and mountainous region, stretching east and west as far as the eye could see.”
“Ignoring the superstitious lamentations of our crew, I bade the helmsman to approach. As we
did so the landscape ahead of us began more and more to resemble the icy peaks of Jotunheim, of
which I have written elsewhere in this work. The air, however, was uncannily warm, and seemed in
conflict with the landscape which lay ahead of us.”
“Approaching to within a kilometer or so of the shore, we detected the presence of what appeared
to be a series of inlets or channels, leading inland. The closer we came, the more numerous did these
waterways appear to be. On my command, the helmsman made for one of the wider channels,
which measured perhaps four hundred meters across. This action brought forth the most profound
wailing from the crew, who began at once to invoke the name of every beneficent deity known to
man.”
“Even so, we continued on. Entering the channel, those few of us who had not prostrated
ourselves upon the deck now marveled at the mountains of ice which loomed ominously to either
side of our vessel. Through the twisting inlet we sailed, until, of a sudden, we came upon an
intersection of sorts. Here three other rivulets converged upon the main channel at odd angles.
Choosing the passage most consistent with our previous course, we proceeded further ahead. In short
time we came upon another intersection, followed in succession by other, adjoining waterways.”
“Upon meeting with this selfsame occurrence at every turn, the true configuration of the land
began to become apparent. Rather than being a solid mass, the region instead seems to consist
of numerous islands of ice, connected by a labyrinthine network of natural canals. The size of
these ‘islands’ varies considerably, though the smallest might well be compared to a medium-sized
mountain.”
“As for the flora and fauna, to be frank, I have seen nothing to indicate that the region supports
either plant or animal life of any sort. Certain suggestive incidents — strange sounds being borne on
the winds, mysterious ripples breaking the surface of the water, and so on — have been reported by
members of the crew, but further investigation seems out of the question, at least for the moment.
My suggestion that we put ashore and explore one of the icy ‘islands’ was met with a mutinous
verbal assault upon my person, of such intensity that I had to seek refuge in my cabin. Were it not
a certainty that the men admire and respect me, I might have cause to fear some physical harm as
well.”

The Isle Of Dread


Situated in the southern Atlantean Ocean is a large, irregularly shaped island created around a
chain of volcanoes that spew ash and lava on a regular basis. On the isle itself, ash accumulates in
drifts up to eight meters deep and the waters surrounding it are murky grey with the debris.
Where ash does not accumulate, lakes and rivers of lava make travel nearly impossible. Most
beings cannot survive here long without some sort of magical aid or blessings from the gods. No
sailors willingly set food on the Isle of Dread, but the legendary horrors of the island are recounted
again and again with relish in many taverns and waterfront inns even in modern days. The island,
or so it is said, was discovered by the Atlanteans late during their Golden Age when those people
were seized by decadence and corruption. Beneath the ash and amongst the steaming and smoking
lava pools, the stories say, laid innumerable gems of incredible size and beauty. Among these were
the rare black diamonds.
Those stories and legends say that an explorer came to this isle, though they differ on whether it
was a cunning thief, a powerful mage, a pious priest, or a hardened slayer. This brave soul came with
a workforce of creatures able to survive the harshness of the island; the stories conflict on whether
this force consisted of undead or demons or clockwork creations. These inhuman servants were set
to toiling, burrowing into the island to dredge up the valuables buried beneath. The explorer’s greed
was to be his undoing for he perished in a volcanic eruption. His servants however survived, some
say, and still toil beneath the Isle of Dread to this day.

238
GEOGRAPHICA
NAMES NAMES NAMES
Aconcagua, Aigua, Birama, Aricagua, Awok, Huac Ecua, Nazca, Quechua, Ulloa
Gualaguala, Mana, Ogalapago, Male Female Male Female
Oguanabara, Paragua, Taracua
Ah Kinchil Akhushtal Acahuana Anahuarque
Male Female
Ah Puch Chalchiuhtlicue Apotequil Axomamma
Achuchi Boro
Ahmakiq Eme Ataguchu Bachue
Ake Enawene Nawe
Chac Ichika Catequil Caillaca
Awe Kaba
Ekahau Inka Coniraya Chasca
Iawi Kachiri
Gukumatz Ixtab Epunamun Copacati
Jabuti Mandu
Huehuetlotl Izta Guachimines Huitaca
Maoira Matcha
Ichik Mahaway Guamansuri Cocha
Mapi Nakwatcha
Ikan Nai Huanca Ilyapa
Moie Pankararu
Iztali Naylay Inti Quilla
Pacon Potichauna
Kisin Nimah Khuno Nayra
Qircamo Pucu
Kukulcan Noonsa Maita Pachama
Quando Samampo
Muluc Oyama Supay Qullana
Rapau Tatuie
Ometecuhtli Raxka Thonapa Urpihua-Chac
Tari Tuia
Yochi Yudelle Vichama Zaramama
Trumak Wapixana
Uluiru Wauja

239
ATLANTIS: The Second Age
Tamaonchan Flora
Falconbane
On several of the interior mountains are small fields of small white and red flowers that most
birds and birdlike creatures are sensitive to. The upright plant causes most avian variants of animals
to fall into uncontrolled spasms, which in certain species can actually cause eventual injury and
death. The aerial parts have been dried into a powder to use as a way to hunt birds, or get rid of
feathered Andamen. Most other races believe the plant smells acrid and unpleasant, but have no
symptoms from the plant. In fact, the root is often included in stews and meat dishes among the
local tribes.
Effect: Can be used in an alchemical powder, DoD -12. Powder is toxic to birds and avian
relatives; CON to resist, failure results in massive spasms resulting in -3 to SPD and -5 to rolls
involving movement like Athletics or combat rolls.

Seapods
Seapods are from palm-like trees that grow along the coastlines of this continent. The fruit drop
when ripe throughout the year and roll down the beach toward the oceans. Most natives know that
the fruit is sweet and capable of being eaten raw or cooked, and is particularly good for helping
convalescents regain strength and healing weak limbs or constitutions. They are gathered and have
a high market price—so long as the pod does not interact with saltwater. Once the Seapod rolls into
the saltwater, the salt does something to the outer shell to make it receptive as a host for microscopic
sea worms, which then feed on the healing inner core and grow to prodigious size. Inside the pods,
they become dangerous writhing masses of half-meter long annelids with knife-like mouthpieces
that burst forth from the seapod and attempt to burrow into nearby soil or flesh. Experienced
buyers put an ear to the outside and listen for the sound of worm bodies moving against one
another, which sounds like chirping.
Effect: Uninfected pods can be turned into an alchemical elixir which restores 5 HP or restores
vigor from illness. Infected Seapods result in an attack of d20 worms, each of which burrows 3
to 6 centimeters into flesh on expulsion. Each worm does DR 1, armor piercing.

March Fungus
The March Fungus grows where the jungles begin to climb into the foothills of the mountains.
This bright orange fungus is deadly to the touch; the wet spores can enter the bloodstream and
cause a type of waking death. The fungus causes the victim to walk and not stop until the victim
dies of exhaustion, dehydration, or unfortunate accident, thus allowing the fungus to plant spores
as far as possible. The victim will not purposely walk into a volcano or the ocean, but likely will
not notice dangerous situations that risk life and limb. The fungus’ symptoms can be cured with a
powerful antifungal.
Effect: Victims can roll WIL against DoD -10 to resist walking, with another roll every hour.
Success results in the victim having -4 SPD, but able to call for help.

Deadly Oak
The deadly oak is a tree deep in the jungles with a similar appearance in leaf and bark to
standard oaks, but far more dangerous. The false oak’s aerial parts are highly irritating to the skin of
most mammals, causing blisters and open sores on any exposed skin that can eat away to the bone if
left untreated. The irony is that the fruit, which looks nothing like acorns and are therefore clues as
to the tree’s true identity, are delicious, nourishing, and a cure for most skin irritations and injuries.
The gel just inside the pod can cure the most horrific of burns or cuts, and the flesh around the pit
makes an excellent dessert.
Effect: Plant’s trunk and leaves cause DR 5 corrosive damage to skin; fruit can be turned into
an alchemical paste that restores 5 HP.

Toriten
The legends say that the plant called Toriten was created by ancient gods so that they would
have an easy way of communicating with their followers. Deep in the jungles, near some of the
oldest ruins, there exists a ghostly white plant with long waving stamens that wave like tentacles.
The entire flower looks like some bizarre sea creature trapped on land by a long stem. The plant
must be dug up carefully to not damage any of its parts, exposing a blood-red taproot with black
veining. The entire plant must be thrown in the fire of an enclosed space so the smoke cannot
escape. After several minutes of inhalation, the imbiber will find out what the gods have in store
for him.
Effect: Smoke inhalation allows imbiber to walk in dreamlands of the gods to communicate
with them. Grants a +20 to Sensory Scrying attempts of Animists and Witchcraft practitioners.
When used in rituals, counts as level 7 AL sacrifice.

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GEOGRAPHICA

241
ATLANTIS: The Second Age
Tamoachan

Location Adventure Seeds


1. The Forgetful Sages world. The creature possesses an intelligence that is completely alien to the
High in the hills are a group of ancient wise men, servants of a forgotten world; its goals are obscure, but foul nonetheless. The Crocodile King seeks
older god. For a small price, the sages can be given a bit of knowledge. They regeneration for its fallen race and seeks the perfect avatars for his people’s
write these things on small wooden tablets of bark that are placed in a sacred rebirth.
cave whereupon knowledge of the secret fades entirely from the world for
as long as the bark tablet remains in the dark of the cave. It is said that the 9. The Temple of Perfection Unbound
only stone tablet in the cave contains the name of the god they worship as Perched atop Ecua’s tallest mountain the Temple of Perfection Unbound
well as their own. is home to holy men who practice a strange form of internally focused
magic. This cabal strives for perfection and members are encouraged to take
2. The New House magic into themselves. The holy men accept 100 new acolytes every year,
A disgraced Atlantean noble has erected a manor on the island and turning down hundreds more. Said to be able to work miracles or great and
has been directing his few trusted servants to gather slaves from the native potent magics, the holy men of the temple are left alone by other nations for
population. Despite the power of the New Gods and the Circle of Achacala, fear that they might turn their magics towards conquest.
the Atlantean has been able to hold on to power and his manor. The cliffs
under his manor are littered with the corpses of slaves who have disobeyed 10. The Followers of An’Toll
or triggered something of the Atlantean’s paranoia. A century ago a crazed Lemurian called An’Toll claimed that he had a
vision of a great race war where all the races would do battle until only one
3. The Dark Temple of Archillo remained. An’Toll believed that the Lemurians would lose this war unless
Nearly buried by the encroaching jungle, there exists an ancient temple they prepared for it. The Lemurian gathered his closest allies and founded a
in Tamoanchan where giant scorpions prowl the halls and guard prehistoric laboratory under a former Lemurian outpost in Ecua. Since then the cabal
shrines. These giant scorpions seem to be intelligent as evidenced by the of scientists have produced hundreds of types of flora and fauna, all built to
traps maintained in the temple. Some explorers even claim that the scorpions maim the other races.
keep captive populations of spiders, snakes, and smaller scorpions that are
trained to track and attack interlopers. 11. The Cave of Mirrors
A large cave sits hidden in the deep jungles of Aricagua and is guarded
4. Blood Pirate Bay by a nameless tribe of savage Anubim. The cave is a temple carved from pure
Along the coast of Tamoanchan there are any number of bays and inlets obsidian, hewn in the Atlantean style of architecture. Every surface in the
where a ship might safely ride out a storm or put in to look for supplies. temple casts a prefect reflection of those inside. Deep in the temple it is said
One such infamous anchorage is known as Blood Pirate Bay. An ancient there is a path to the underworld where the living may speak to the dead.
Atlantean warship, beached and partially wrecked, forms what passes for
a small makeshift fortress-town. Sailors, pirates, and treasure-seekers are 12. The Mountain of Skulls
known to stop off to sell off goods, find local maps, or beg for cures from In a hidden valley is a towering mound of skulls (human and otherwise),
the innumerable local diseases and poisons. 30 meters wide at its base and rising 10 meters high. No one knows who
constructed the mound and the locals shun the area as haunted and cursed.
5. The Stone Faces In the month of Wayeb it is said the skulls rise and fly forth looking for other
Carved into the mountains overlooking the Stygian Sea are a series of heads to add to the mountain.
faces that resemble everything from demons to elementals to each of the
Root races. Behind some of these stone facades are reputed to be the ancient 13. The House of Gualichu
tombs of the Ulloan civilization but many of them are now the nests of On a quiet and grassy plain sits a stone building of white limestone
predatory creatures instead. stained red with the blood of many sacrifices. The 20 meter wide by 50
meter long building has a single low opening facing west, and inside can be
6. The Ship Graveyard seen hundreds of brass jugs sealed with red wax. It is said that the jars hold
Ships are regularly found adrift off the coast of Aconcagua. The crews every wish and regret known to exist. The price of a blood sacrifice must be
are invariably found to be mindless, shambling undead. Traveler’s tales paid to enter and open a jar.
blame everything from Makara necromancers to a deadly mist that rises
without warning from the shoreline. Occasionally a wreck will drift back out 14. The Mohan Expanse
to sea or further down the coast. These ships are often cleared of the undead The Mohan Expanse is a twisted and gnarled 5 square kilometer area of
and either burned or taken by pirates. petrified rainforest where nothing grows or lives. In the cursed area nothing
can live for very long and nothing living can nourish itself while in the area;
7. The River of Life only the dead thrive here. At the center of the forest is a single 5 meter tall
A river runs through the highlands of Aigua which occasionally bestows spike that is driven through a now-petrified giant. The giant wears around
what the locals call “blessings” on those that drink from it, be they humanoid, its neck a locket with a single profound truth written inside. It is said the
plant, or animal. These blessings come in the form of strange mutations that truth could save the world.
may or may not be beneficial and can be passed down to descendants. The
river’s source has never been located, mostly due to the monsters that appear 15. The Dome of the Yara
with growing frequency the closer to the mountains one goes. At the center of a great river is a crystal dome that houses the Yara
witches, a group of Triton sorceress. The Yara will help those in need and are
8. The Crocodile King willing to give advice to anyone seeking knowledge. In return for their help,
While the Hoac and Pachamama war with each other and fight endless the Yara ask for a single precious memory that will be taken in a night of
skirmishes, another power waits unseen in the darkest parts of the swamps. restless sleep under the dome.
A mammoth creature of raw physical power, the Crocodile King is a thing
left over from an earlier Age, a member of a race long since lost to the

242
GEOGRAPHICA

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ATLANTIS: The Second Age

244
GEOGRAPHICA

245
ATLANTIS: The Second Age

246
GEOGRAPHICA

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ATLANTIS: The Second Age

248
GEOGRAPHICA

249
Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer

Written by Thanks to the following


Doug Bramlett, Kieran Turley, and Jerry D. Grayson. Doug Bramlett
My wife for putting up with me, Jerry for the opportunity to
Editing write for Atlantis, SMS for his original work, and RPG.net for
Jennifer Seiden occasional inspiration.

Proof Reading Kieran Turley


My wife and kids (Ruth, Mia, and Chloe) for putting up with the
Jeff Scifert crazy.

Art Jerry D. Grayson


Nate Marcel, Yoann Boissonnet, Nathan Rosario, Samuel Kambey, Me
Andrew Ryan, Desi Conrad, Chris Swall, Renee Grayson, Jerry D.
Grayson, Wouter Florusse ISBN XXXX

Cover art by
Check us out on the web
Andrew Ryan, Yoann Boissonnet. Layout and design by Jerry D.
WWW.ATLANTISRPG.COM
Grayson

Logo Design & layout The contents are TM and © 2014 Khepera Publishing. The
Khepera Scarab and the Atlantis logo are ® Khepera publishing.
Jerry D. Grayson
No portion of this book may be reproduced by any means without
written consent from the publisher, except for review purposes.
Contributions and Playtesting Any resemblance to persons living or dead is purely coincidental
Jeff Scifert, Aakin Patel, Tony Robertson, Janet Nelson, Eric Durcan, or used for the expressed purpose of parody.
Colin Chapman, Dave Thrush, Loretta Thrush, Craig Sisco, Gabriel
Grayson, Reggie Sanders, Josh Johnson, Aislinn Bramlett, Desi “Omega System” and the Omega System logo are Trademarks
Conrad , Renee Grayson, Clea Grayson, Matthew Bottiglieri, Dirk owned Khepera Publishing.
Cjelli, Stephan Delear, Judd M. Goswick , and Matthew Slepin

250
Thank you. You’re helping the world.
“I want to help change the world” I thought one day. I don’t have any awesome skills like
engineering or medical training so for a while I was lost. Then it occurred to me that I write RPGs
and through that maybe I could do my part to help make the world a better place. I’ll never get
rich from doing these little niche hobby books but I can put some of this effort to good use. If I
could produce something of merit that you enjoy and are willing to pay for I could translate that
into my Good Work. I’ve been blessed with a wonderful family and a decent quality of life. I’m
not rich by any stretch but I consider myself very fortunate.

What’s a Good Work?


It’s something we should all be doing. Something that helps makes society better. A good
Work could be as grand as finding a cure to a terrible disease or as subtle (but equally important)
as raising compassionate children that are tolerant of others and seek to help where they can.
My Good Work is to help at least one person have a better quality of life, to touch someone in a
meaningful way and leave the world a little better than I found it.

Along with my personal donations a portion all profits from the Atlantis line is donated to the
charities below. This is something important to me and I hope you find value in it too. You’ve
helped by buying this book but if you want to take an extra step check out the sites below. One
person can make a difference.

Jerry D. Grayson

GiveWell
www.givewell.org
GiveWell is a nonprofit dedicated to finding outstanding
giving opportunities and publishing the full details of our analysis
to help donors decide where to give.

Against Malaria Foundation


www.againstmalaria.com
AMF provides long-lasting insecticide-treated nets (for
protection against malaria) in bulk to other organizations,
which then distribute them in developing countries.

251
ATLANTIS: The Second Age
Index
Curracurrang 193 Hwang Sea 170
Cymbri 21 Hyperborea 205

D I
Dabba 120 Iber 18, 24
A
Daging, The City Of Flesh 171 Isle Of Dreams 196
Aboric 19 Damalawa 166 Isles Of Ozar 217
Abu 14 Dar 121 Isles Of Tirakamba 236
Acuan Sea 236 Dardanus 122
Adaru 17 Darkhold 94 J
Akela 79 Diaprepea 56
Jambu 165
Akwatuk 80 Draconea 98
Joktan 124
Alba 19 Dravidia 166
Jotun 206
Ampator, The Living City 54 Dreaming World 196
Jotunland 206
Amphisea 54 Druid 21
Anostos 31 Du’uzu 13
K
Antilla 37
Aquaga 81 E Kanawalla Desert 194
Aragana 93 Khemit 124
Eclipse 11
Arakhsamna 15 Khitai 168
Ecua 228
Arcanum 56 Kislimu 16
Elassippea 56
Arden 19 Koror 184
Electa 159
Aricagua 226 Kota 171
Elysium (Islands) 71
Asterea 159 Kotao 171
Elysium Sea 69
Atlantean Ocean 215 Ku 100
Empi 122
Atlantis 43, 45 Kulugmiut 84
Equinoxes 11
Atlantis, City Of 60 Kurgan 104
Eria 79
Atlantis History 43 Kush 126
Erlking 95
Atlantis Map 66 Kutchin 80
Erythraean Sea 217
Aurora 203
Eudea 57
Autochthea 54 L
Europa 93
Avaiki 73
Lemuria 183
Avalon 20 F
Lore (Survival ) 6
Awalawa 119
Lunar Eclipse 11
Awok 226 Feast Days 11
Ayaru 12 Fomorian 31
M
Azae 55 Fomorians 31
Aztlan 82 Forgotten Sea 218 Magan 127
Frost Plains 207 Maia 159
B Mana 230
G Manua 71
Baluchis 165
Marhashi 131
Birama 227 Gadirea 57
Massawa 132
Black Forest 94 Galecea 98
Matua 73
Black Island Of Avaiki 73 Gava 83
Meluha 172
Black Jungle 167 Gladiatorial Games 52
Mestea 58
Bloodwood 32 Golian Desert 183
Minoa 101
Blydwueld 32 Golian Mountains 183
Mnesea 59
Blydwueld Forest 32 Gondwana 119
Molodo 173
Borean Forest 203 Gorgons 123
Mongala 173
Broceliande 96 Gorgos 123
Mount Tama 135
Great Conjunction 11
C Movement 5
Gualaguala 229
Mu 193
Cabbalusa 216 H Munark 72
Calendar 11
Calypso’s Daughter 207 Halcya 159 N
Canyon Of Neptune 38 Haloga 204
Naga 195
Celaenea 159 Havar 21
Nazca 231
Chu L’ang Province 170 Hellas 99
Neptus 38
Cimmeria 203 Heran 159
Nether Isles 219
City Of Atlantis 60 Hesperia 157
Nether Realms 237
City Of Celanus 97 Himvati 166
Ngani Swamp 184
City Of Cyrene 120 Holy Days 11
Nisanu 12
City Of Tartessos 109 Hordelands Of Beezh-Yeel 84
Northlands 173
City Of Vaca 235 Huac 229
Nubia 133
Colonies Of Tharshesh 106

252
GEOGRAPHICA
O T
Obelisks 7 Taenerus 220
Ocaraba Sea 236 Tamala 175
Ogalapago 232 Tamarac 85
Ogata 72 Tamarac Sea 86
Oggia 102 Tamawan Jade 230
Oguanabara 232 Tangea 160
Ogygia 208 Taproban Island 175
Okalo 134 Taquii Mountains 32
Okamchak Province 169 Tara 107
Okuk Province 170 Taracua 234
Olokunia 59 Tarakan Mountains 186
Ophir 136 Tara Mountain Range 194
Otesium 102 Taranta 107
Targrim 107
P Tartessos, City Of 109
Tartuk 108
Pan P’o Province 170
Tashritu 15
Paragua 232
Tebetu 16
Pemba 137
Tharshesh 105
Pictland 24
The Isle Of Dread 238
Provinces Of Khitai 169
Thule 209
Punt 138
Tora 73
Travel 5
Q
Travel Rates 5
Quechua 233 Tritons 69
T’sin Province 169
R Turan 143

Rapa Nui 73 U
Rhiphaen Mountains 208
Rom 102 Uallach 25
Ulloa 235
S Ululu 14
Undersea 198
Sahuga 38 Utgard Forest 207
Sala 174
Samu 139 V
Sangir 185
Sarakan Jungle 186 Vaca 235
Sarawa 174 Vanir 205
Sargasso Sea 37 Vannonde Lake 33
Sargo 38 Vedda 175
Saturnia 103 Vir 110
Satyrydes 219 Vrindavan The Screaming City 196
Scythia 103
Sea Of Baku 216 W
Sea Of Baku 216
Wayeb 11, 17
Sea Of The Dead 218
White City 184
Sea Peoples 111
Wilderness Of Zin 147
Seidhr Mountains 207
Serpent Mounds 82 Y
Shabatu 17
Shallow Sea 83 Yalak 146
Sheba 140 Yallock 195
Simanu 13 Ys 111
Skara 22 Ys, City Of 111
Skye 23
Slavery 52 Z
Snow Devils 206
Zemlazelan 176
Solar Eclipse 11
Zimba 130
Solstices 11
Zin 147
Starr 23
Zin, Tribes Of 148
Stygian Sea 219
Zin, Wilderness Of 147

253
ATLANTIS: The Second Age
ATLANTIS: The Second Age Core book
MSRP: $49.99
Product number KHP022
ISBN 0-984-2500-9-3
368 pages Hard Cover full color (8.5”x11”)
Atlantis is a sword and sorcery game inspired by the works of Fritz Lieber, Michael
Moorcock, Robert E. Howard, and Clark Ashton Smith. Atlantis; a strange, wondrous and
sometimes horrific antediluvian age where heroes survive by their wits, courage, and strong
sword arms.

Based on the classic Atlantean Trilogy by Bard Games

►► Atlantis: The Second Age expands greatly on this already detailed world including
detailed rules on alchemy, a dynamic magic system, and exotic technomantic
magical creations.
►► Play as a twisted Netherman
cannibal, a haughty Atlantean
sorcerer, a bestial Anadaman
thief, or a Mercurial Jinn
warrior.
►► Face the horrors of the dark
isle of Anostos, brave the
fighting-pits of Atlantis, and
battle Makara on the high
seas.
►► Uncover ancient conspiracies,
cleave demented cultists, and
conquer lands unseen by
civilized man in a thousand
years.
►► Rebuild the might of
shattered Atlantis, or wipe
clean the past and create
your own empire from the
dust and blood of the lost
age. Will you be kingmaker,
tyrant, thief, scholar, or
slayer?

254
GEOGRAPHICA
HELLAS Core Books HELLAS Adventures Books
HELLAS: Fire in the Blood
HELLAS: Worlds of Sun and Stone Adventure Supplement
MSRP: $8.95
Second Edition revised and expanded. Product number KHP011
MSRP: $49.99
ISBN 0-9842500-6-9
Product number KHP020
45 pages Black and white (5.5”x8.5”)
ISBN 0-9842500-7-7
"Long ago, in a galaxy far, far away, a brave Hellenic explorer named Telemikus
340 pages Hard Cover full color (8”x11”) unlocked one of the secrets of the universe with the aid of his Machina servants.
In ancient times, the spacefaring Hellenes and their Gods defeated an empire Mistrustful of his assistants, he locked the secrets away in a hidden archive, and buried
that threatened the entire galaxy. Now, after centuries of darkness, their enemies have the key where none would find it for thousands of years."
returned for a final reckoning, and only a chosen few -- wielding the power of the Fire in the Blood is the first of five adventures in the Legacy of the First Age series.
Gods -- stand between them and certain destruction. It contains an exciting and mysterious 4-Act storyline, new creatures and enemies,
Hellas is an exciting fusion of high drama, action-adventure, romance, and five pregenerated characters to get started right away. This scenario can be run
mythology-infused space opera and science fiction that features: either as a stand-alone adventure, or as just the first step on an epic adventure across
BB Extensive history and character background set in the world of Hellas the Worlds of Sun and Stone.
BB A style sheet for life in the galaxy of the Hellenes
BB Over 30 pre-constructed star ships
BB Seven thoroughly explored factions and alien races: Amazorans, Goregons,
HELLAS: Shades of Aegis
Hellenes, Nephelai, Nymphas, Kyklopes, and Zintar Adventure Supplement
BB Awesome Godly Powers and Feats befitting a champion of the galaxy MSRP: $8.95
BB Clear and concise rules for the gift of the Gods of legendary power. Product number KHP013
ISBN 0-9842500-0-X
45 pages Black and white (5.5”x8.5”)
HELLAS: Princes of the Universe HELLAS: Shades of Aegis is the second of five adventures in the Legacy of the
MSRP: $30.95 First Age series.
Product number KHP012
ISBN 0-9842500-0-X
HELLAS: Frozen twilight
160 pages Hard Cover full color (8”x11”)
The first followup to the original HELLAS Core Rules is coming soon! The blood Adventure Supplement
of kings and gods runs through your veins! Now strike a blow for the future of your MSRP: $8.95
world! Product number KHP014
ISBN 0-9842500-1-8
45 pages Black and white (5.5”x8.5”)
HELLAS: Wine Dark Void HELLAS: In Frozen Twilight is the third of five adventures in the Legacy of the
MSRP: $30.95 First Age series.
Product number KHP018
ISBN 0-9842500-5-0
HELLAS: Threads of Fate
144 pages Hard Cover full color (8”x11”)
The second major supplement to the original HELLAS Core Rules! With this Adventure Supplement
expansion to the HELLAS Core Rules, you will at last be able to sail the cosmic all sea MSRP: $8.95
in search of adventure and glory. Will you be immortalized among the stars? Product number KHP015
ISBN 0-9842500-2-6
45 pages Black and white (5.5”x8.5”)
HELLAS: Swords and Sandals
HELLAS: Threads of Fate is the fourth of five adventures in the Legacy of the
MSRP: $30.95 First Age series.
Product number KHP019
ISBN 0-9842500-6-9
144 pages Hard Cover full color (8”x11”)
HELLAS: Immortal Memory
The third major supplement to the original HELLAS Core Rules! With this Adventure Supplement
expansion to the HELLAS Core Rules, you will at last be able to experience the largest MSRP: $8.95
and most famous retail catalog in the Known Worlds. Product number KHP016
The Biggest Equipment Catalog in the Universe! ISBN 0-9842500-3-4
The Empori Piraeus has been shipping equipment to intrepid heroes for over 45 pages Black and white (5.5”x8.5”)
150 years. From all corners of the Known Worlds, the Empori provides you with the HELLAS: Immortal Memory is the fifth and final adventure in the Legacy of
mundane to exotic, always of the highest quality. the First Age series.

255
ATLANTIS: The Second Age
THANK YOU
Many thanks to the Kickstarter backers. Their generosity is much appreciated.
Aaron J. Schrader John Lambert Sophia Brandt
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Agent Chaffer Jon Whitney Stephane L
Andrew Walker Jordi Rabionet Stephanie Wagner
Anonymous Contributor #2,446 Josema "Yrdin" Romeo Stephen Esdale
Bam Bam Joshua Ramsey Steve Dodge
Bastian Flinspach Judd M. Goswick Steve Lord
Ben P. Balestra Ken "Professor" Thronberry Steven Ross
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Brad Everman Kurt Nellis Theo
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Bruce Novakowski Lee J. Rice Thomas H Zunder
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Erik De Graaf Michael G.
Felix Girke Michael Hill
Francis Helie Michael Macaulay
Frank Rafaelsen Morgan Weeks
Frédéri "Volk Kommissar Friedrich" MTG
Pochard Nathan Turner
Gauthier Descamps Neal Dalton
Gavin Kenny Pablo Palacios
Graeme Rigg Patrice Mermoud
Greg Maroda Peter Engebos
Guillaume Bernard Phillip Bailey
Ian "Budfannan" Howard Qali Va'Shen
Isaac Carr Raf Blutaxt
J. Quincy Sperber Ralph Mazza
Jackson Starky Renato Retz
James Van Horn Richard Percy
Jan M Novak Rick Hull
Jason "Hierax" Verbitsky Rob Schubert
Jason Blalock Robert Slaughter
Jason Childs Russell Street
Jason Italiano S D Stutzel
Jeff Scifert S J Jennings
Jeremy Kear Sam Stoute
Jim Low Scott Kehl
Jimmie Rush Jr Scott M
John "Johnkzin" Rudd Scott Micheel
John Fiala Silvio Herrera Gea

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