Last Days of Atlantis OSE Final
Last Days of Atlantis OSE Final
Last Days of Atlantis OSE Final
Tell me your
fable
A fable
A fable
A fable that
will never end
And now,
I dream
-Fable, Robert Miles
2
Thank You
This setting has been my own
personal setting for over three
years. The events that
happened in game are
sometimes reflected in this
book.
First off to Gary Allgeier, who
has patiently edited this book
over and over and over again.
And to the MANY people that
have played this setting over
the years, whose company I
loved to share. If I’ve missed
your name, please let me
know. As Gary will tell you, I’m
constantly changing this book.
Gary Allgeier
Cerebral Helix
Flay Ofishe
Guts
Jacob
Kroob
3
Preface
At the time of writing this preface, One of the corner stones that help
I’m fifty-four years old. I am in many me survive was Dungeons and
ways no longer the kid that learned Dragons and the people I had to
about the game of Dungeons and play it with.
Dragons from a group of High Evermore
Schoolers that lived on my Aunt’s It is hard to pinpoint what I had in
street. Nowadays I think of my life in mind when I started detailing
decades in a very sweeping way Evermore, but I know what I put
with only flashes of particular down on paper for the first time. It
memories that occasionally come was a very crudely drawn map. This
back to me. was sometime around 2008.
Flashback, 1977 Remember, not dates, but decades.
Gary, a boy that lived next to my This setting is based on my wide
aunt’s house, told me about a group consumption of books, movies and
of High School kids that played a TV. And while you can say “Oh you
game called Dungeons and got that from that movie or tv show”,
Dragons. When we arrived, the it is definitely my own take on those
game was already underway and I things. The Last Days of Atlantis is a
cannot remember if we played or spin on all of what is the decades of
just sat in. The group came across a my life, both real and imagined. It is
succubus that proceeded to kill the reactionary to the “Clone Wars” that
party. I was hooked. The rules set is going on right now in the OSR and
was the “0 Edition” but the AD&D the stranglehold of 5th Editon while
Monster Manual was used. also embracing all those things.
Flashback, 1978 Please let me know what you think of
it and what, if any impressions it has
I remember the event very well. My
had on you.
mother, her friend Carol and I on
what seemed to take forever trip to
The Boardwalk Hobby Store in Brian Scott
Cincinnati, Ohio. On the way Carol August 15, 2022
asked my mom, “What is this you’re
getting him? “ My mother
answered “ Some book called
Dungeons and Dragons. He doesn’t
stop asking for it.”
Now my Mother, Carol and
Boardwalk are no longer here, being
faded, precious memories. During
those decades I grew up a fat, gay,
introverted child.
4
Atlantis
Contents City of Atlantis
Atlanteans
The Legion of Shadowmen
Beginnings
A Tale of Two Brothers Kara-Tur/ Kingdome of Jade
Some Notes The Seven Golden Vampires
Kelta
Classes of Evermore Children of the Golden Oak
Blooded
Hyperboria
Cleric
Amazons
Deviant
Bron.
Dream Sovereign
Dragon Graveyard
Fighter
Magic-user Spine of Tiamat
Manikin Vault of the Creator
Thief Midgard
Trickster Thule
Sidhe Nimbus
The World of Evermore Sunkissed Ocean
Isle of the Dead
Evermore Stone Titans
Creation
Geological features
The Shattered Islands.
Ape Island
Sovereign War
The Black Idol
Beliefs
Deviant Island
Calander
Temple of Evil Elementals
Seasons
Zakhara/ Caliphate of the Mad Jinn
Languages
Atlantean The Gods of Evermore
Common Trade The Great American Dust Bowl,
Draconic Kansas, USA,1938
High Kings Tongue Attaining Godhood
Hyperborean Ambrosia
Silent Tongue Birthright
True Atlantean Consuming a God
Albion Divinity Virus
Kingdom of Camelot God Ranking
Kingdom of Cornwall God
Kingdom of Galeas Demigod
Kingdom of Summer Godling
The Haunted Forest Dead Gods
Alkebulan/Kingdom of Ivory Nergal, a case study
Gwangi Valley
5
Cleric Alignment Mirror Realm
Sol Invictus Shadow Lands
The 8 Million Gods Way Outs
Amaterasu Omikami Wonderland
Animal Lords Oz
Ares The Planes of Alignment
Balen Seven Heavens
Bast The Celestial Vault
Black Agnes Nirvana
Esmerelda Mechanus
Donn Nine Hells
Himeros The Abyss
The Brotherhood of Himeros Epilogue, One year ago
Ishtar
Loviatar
Jormungandr
Orcus
Sedna
Other People, Places and
…things
Donovan’s Submarine
Dream Chest
Dreamfolk
Dream Tokens
Dream Chests
Favored of Kyuss
Eblis, Duke of Hell
Parliament of Dreams
Seelie Fae Court
Shadow Lord
True Atlantean
Talisman of Infinite Dreams
Unseelie Fae Court
Zoso
Realms Beyond
All Souls Hospital, San
Francisco, California, 1984
Alfheim
Astral Plane
The Dreaming
Earth
Elemental Planes
6
My
“Appendix N” Sources
Television
Advanced Logan’s Run
Dungeons and Dragons CBS 1977-1978
Player’s Handbook, Dungeon Lost
Master’s Guide and Monster Manual ABC 2004-2010
TSR 1978
Once Upon a Time
The Bible ABC 2011-2018
(Good New Translation)
Otherworld
Bulfinch’s Mythology CBS 1985
Barnes& Noble 2013
Space 1999
Gamma World Box Set Gerry and Sylvia Anderson 1973-1975
TSR 1978
Grimms Complete Fairy Tales
Music
Barnes& Noble 2016
H.P. Lovecraft: Led Zepplin 4/ Led Zepplin
The Complete Fiction Atlantic Records 1971
H.P. Lovecraft Barnes &Noble 2008 Dreamland /Robert Miles
The Wizard of Oz Arista 1996
L. Frank Baum Barnes& Noble 2014 Substance /New Order
Factory Records 1987
Movies
Conan The Barbarian
1982 John Milius
Phantasm
1979 Don Coscarelli
She
1935 Merian C. Cooper.
The Wizard of Oz
1939 Victor Fleming
7
8
BEGINNINGS
9
as a resource for the Saturday Night
A Tale Games he ran. In these dreams he
of Two Brothers saw a world called Evermore, a
magical relic called the Talisman of
Gene Nolan was born in 1961 in the
Infinite Dreams, a powerful rite called
Realm of Earth. From an early age
The Rite of Genisis, and a dark and
he was known as a “daydreamer”.
sinister figure known as the Shadow
As his mother would say “he always
Lord. Unknown to Gene, these were
has his head in the clouds”.
dreams of things that already were,
The family moved to a city called
but in different dimension, and things
Cincinnati in 1975, where Nolan
that were going to be.
found a group of friends that played
what they termed their “Saturday
Night Game” a tabletop role playing October 3, 1979
game that became a central part of Jermey waited for Gene to get
their lives. The group consisted of home in the family basement where
Nolan, his twin brother Jeremey, they played the Saturday Night
Gwenevere and the one they called Game. Jeremy stood ready over the
Zoso. Others would occasionally play Miniature Terrain Gene had bult. He
in the Saturday Night game, but this was angry and he was going to
was the core group. make his brother know exactly how
A rift developed between the twins he felt.
who had always fought, during this When Gene walked in, he knew
time. Unlike most twins that seem to what was coming and braced
share a special connection and love himself.
for one another, the Nolan twins did Jeremy told Gene that he knew him
not. Like oil and water they did not and Gwenevere were dating in
mix. Gene was popular, Jeremy was secret behind his back and he
not. Success in most things seemed wanted Gene to back off, that she
to follow Gene wherever he went, was his.
while for Jeremy everything seemed Gene’s resolve grew strong and he
to fail. told his brother that she wanted to
This rift came to a head when Gene see him and not Jermey.
and Gwenevere developed a An argument broke out between
relationship. Guinevere and Jeremy them that got very heated until to
had dated before, but to her, there both of their surprises a roman
was nothing there. Unfortunate for all gladius appeared floating in midair
involved Jeremey didn’t felt the between them. It floated in place
same way. He loved Gwenevere (in not moving. A strong pull of evil
his own sick and twisted way) and came from it.
could not accept that she picked his Jeremy pointed out that it looked
brother over him. like The Sword of Shadows from
At about the same time Gene had a Gene’s game. Gene concurred and
series of intense dreams that he used mentioned that it was talking to him,
10
telling him to take possession of it. He October 26, 1979, 11:48pm
stated that the sword wanted him. The weeks that followed after
Upon hearing this, Jeremy flew into Jermey’s disappearance was hard
another rage. Yet again it was on everyone. The police were called
Gene. It was always Gene. Jeremy and everyone was questioned over
reached for the sword but was and over, especially Gene who
stopped when Gene put out his suffered the most due to having to
hand to stop him saying “Jeremy, if lie about what happened.
that is THE sword you don’t want to During this time Gene found the
touch it! You know what this sword is actual Talisman of Infinite Dreams at
in the game. It’s the ultimate of Evils. Chateau Laroche. He had dreamt
Jeremy grew even more angry and that it would be there waiting for him
the sword knew it. While it may have on a table, and it was. The next night
come for Gene, it now was calling he had a dream that described to
out to Jeremey to take it. It felt his him the Rite of Genisis.
anger and It wanted it. He finally decided that he was going
Jeremey grabbed the Sword of to do it, to perform the Rite and
Shadows and instantly regretted it as perhaps find Jeremy.
a horrible pain overtook him as the On the night of October, the 25th,
sword was consuming him from he had a dream of the future and
inside, rewriting what he was from how it was all going to go down.
the molecular level on up. He woke up and started to write a
“Jeremy!” Gene yelled out but it was letter to Gwenevere. He had to.
too late. The room’s lights started to The next day at school he slipped
blink on and off until the room was in the letter in her locker and left to
darkness. Before him Gene could prepare to cast the Rite.
see even in the dark an even darker Later in the day Gwenevere found
area before him and in it the figure the letter but no Gene. He was
of what was his brother struggling gone. In the letter Gene explained
with something …else. everything that had happened that
When the lights came back on, the month. Upset, thinking that he had
horrible sight he saw before him lost his mind, Gwenevere ran to Zoso
made Gene shake. His brother stood for help.
before him, now dressed in the cloak Zoso thought hard about where
of the Shadow Lord. His skin was Gene would be and decided that if
powder white as was his eyes, everything was going along as in the
having only a small black dot in game, Gene would be at the
them. Even his feathered hair was highest point of the city around
not completely white, and the sword Midnight. So that is where they went.
of shadows had his name engraved It was twelve minutes till midnight
on it. when they found him. At first, they
Before anything else could be said, thought Gene had lost his mind as
Jermey was gone. No fading away, he recounted everything that
just gone.
11
happened. Zoso was the first to see your fault, but I still blame you to
the Talisman and started to believe. some degree.”
Gene opened a portal to the Gene turned his head to Zoso and
Dreaming and told them to trust him said, “I know”, but remember that
and that no matter what happened we’re going to get Gwen back and
it was going to be all right . And with Jermey will pay for what he did. I
that he stepped into the portal. promise you Zoso.” Gene took his
A powerful wind came from the friend’s head in his hands and put
portal. Gwenevere and Zoso looked their foreheads together. Zoso
at each other. Not a word was started crying uncontrollably.
spoken. Each was thinking the same. “Don’t do this my friend. I don’t want
They had to follow. Over the years to see you die” he was sobbing now.
they had known Gene, had loved Gene pulled back and looked at
and been loved by him. Their Zoso with caring eyes.
friendship with him was too great. “I’m not dying, I’m transforming” he
And, if all was like in the game, said as if these words would help.
adventures great and horrifying This rite is going to tear you apart!
were to come. And what about Gwen? How are we
They each grabbed the other’s going to save her if you’re dead?
hand. Gwenevere looked up to Zoso “I’ve seen it transpire in my dreams.
for just a second as if to say Everything I said will happen, will
something, but she didn’t. Together happen. ” He grabbed Zoso around
they both walked through the portal, the neck gently with his left hand
which quickly closed behind them. and put his right hand on his heart.
“But how? Even being close to the
October 26, 1979, Dreaming what you say will be a
11:49 pm, One year later. long way off. I’ll be dead.”
Zoso stood with Gene on the floating Gene smiled and said “You will not
rock, overlooking the Dream Nubia die. I give to you, Zoso, stewardship
that was forming before them. It had over the whole of Evermore and the
been a very long year since he and eternal life that goes with it.”
Gwenevere stepped into the portal And with that he kissed him as he did
to follow their friend. Zoso was now a many years ago when they first
full Archmage. He wore the robes of meet. Zoso was about to say
his mantle. He looked to his friend something but Gene waved him
who he felt a mixture of love and away and teleported him out of
hate for what had happened to harm’s way. The Nubia was now
them this year. Zoso looked at the upon him. He held the Talisman of
Nubia that was forming. Gene had Infinite Dreams in his hand while he
enacted the Rite of Genesis and the finished wording the Great Rite.
creation of Evermore was at hand. As the Nubia overtook him, he
Zoso looked out to the Nubia and started to be pulled apart by it.
said “I know that this was none of Though the pain was indescribable,
there was no cry from him as a
12
moment of serenity overcame him.
He smiled, thinking only of the grand
adventure that was to co
CLASSES Of EVERMORE
13
The classes used in this setting
are very different from the Old
School Esssentials books.
Race as Class is the established norm
and on a closer inspection the basic
four classes of Cleric, Fighter, Magic-
user and Thief have been given
changes.
Ultimately it is up to the Game
Master to decide what to use and
not to use including even allowing
race separate from class.
If Elves, Dwarves or Halflings are
used, they should be considered Fae
Commoners that have left the
security of Elfland to explore the
world outside or to go on a special
quest perhaps.
14
Dragonborn
Blooded Ancestor: Dragons of all types.
Minimum Requirement: CHA 9
Ancestry Spell List: Magic-user
Prime requisite: CHA
Birthright: Dragon’s Breath
Hit Dice: D6 Once a day the dragonborn can
Maximum level: 10 use the dragon’s breath weapon of
Armor: Any, including Shields their ancestor.
Weapons: Any The damage taken is equal to half of
Languages: Common Trade, the dragonborn’s current hit points
rounded up. A save versus breath is
Language of supernatural
allowed for half damage.
ancestor
Elemental Kin
Blooded are those born of the union
of humans and a supernatural being. Ancestor: Elemental barons, Jinn
Blooded look mostly human with only etc.
small vestiges of their supernatural Ancestry Spell List: Druid
ancestor. Birthright: Elemental Mastery
Even so, they clearly are not human. Air: Do not need to breath.
Depending on the circumstance of Earth: Are not slowed down by
their birth, reaction to Blooded can difficult terrain.
be mixed. Some are ridiculed or
Fire: Take half damage from fire and
scorn by the society they are born
are never scarred by it.
into, while others are revered or
even worshiped, the society seeing Water: Can breathe underwater
the birth as divine. Blooded are a and can swim their land speed.
mixed bag when it comes to
worship, some are devout cultist Gargantuan
while others hate the gods Ancestor: Giants of all types.
and some take on the mantle Ancestry Spell List: Illusionist
themselves forming cults of Birthright: Large Hands
personality. A gargantuan can wield any two-
handed melee weapon, such as a
Changeling battle axe, with only one hand.
Ancestor: Fae of all types esp.
Sidhe. Nephilim
Ancestry Spell List: Druid Ancestor: Angels, Celestials,
Birthright: Fae Enchanter Demons, Devils
Changelings can charm as if casting Ancestry Spell List: Cleric
Charm Person, once a day. They Birthright: Heart of Light /
also have the same sight of Eyes of
Darkness
the Nightjar as Sidhe.
15
The Nephilim can cast Light Blooded Saving Throw Table
/Darkness once a day. D W P B S
Spells 1 12 13 13 15 15
Blooded do not learn spells. It is
innate in them. What they have are
2 12 13 13 15 15
“spell-like abilities” 3 12 13 13 15 15
They use the spell table listed in their 4 10 11 11 13 12
Blooded Ancestry. 5 10 11 11 13 12
The number of spells known and the 6 10 11 11 13 12
number blooded are able to cast a
day is reflected in the Blooded Spell
7 8 9 9 10 10
table. 8 8 9 9 10 10
9 8 9 9 10 10
Infravision 10 6 7 8 8 8
Blooded, except for Changelings, D: Death W: Wands P: Paralysis /
have infravision to 60’. petrify; B: Breath attacks; S: Spells /
rods / staves.
Two Spirit
For all effects related to race(for Blooded Spell Table
instance a dragonborn being 1 2 3 4 5
affected by a sword that magically
1 1
fights dragons or a door that will only
open for fae opening for a 2 2
Changeling) blooded are 3 2 1
considered to be human AND their 4 2 2
supernatural ancestor. 5 2 2 1
6 2 2 2
Blooded
7 3 2 2 1
EXP HD THACO
8 3 3 2 2
1 0 1d6 19[0] 9 3 3 3 2 1
2 4,000 2d6 19[0] 10 3 3 3 3 2
3 8,000 3d6 19[0]
4 16,000 4d6 17[+2]
5 32,000 5d6 17[+2]
6 64,000 6d6 17[+2]
7 120,000 7d6 14[+5]
8 250,000 8d6 14[+5]
9 400,000 9d6 14[+5]
10 600,000 +2* 12[+5]
*CON bonus no longer applies
16
and number of spells available to a
Cleric cleric are determined by the
Minimum Requirement: None character’s experience level. The list
Prime requisite: WIS of spells available to clerics
Hit Dice: 1d6 is found on p116. Simply move the
table up one to indicate being able
Maximum level: 14
to cast at first level.
Armor: Any including shields Using magic items: As spell casters,
Weapons: Deity’s Favored weapon clerics can use magic scrolls of spells
and blunt weapons. on their spell list. They can also use
Languages: Common Trade and items that may only be used by
any other one associated with deity divine spell casters (e.g. some magic
or to fulfill the needs of the deity. staves).
17
Turned undead: Will leave the Cleric Spell Table
area, if possible, and will not harm or 1 2 3 4 5
make contact with the cleric. 1 1
Destroyed undead (result of D): 2 2
Are instantly and permanently
annihilated. 3 2 1
Excess: Rolled Hit Dice that are not 4 2 2
sufficient to affect a creature are 5 2 2 1
wasted. However, at least one 6 2 3 2 1
undead creature will always be 7 3 3 2 1 1
affected on a successful turning.
8 3 4 3 2 1
Mixed groups: If turn undead is
9 4 4 3 2 2
used against a mixed group of
undead monsters of different types, 10 4 5 4 3 2
those with the lowest HD are 11 5 5 4 3 3
affected first 12 5 5 5 4 4
13 6 6 5 4 4
Cleric Progression Table 14 6 6 6 6 5
EXP HD THACO
1 0 1d6 19[0] Cleric Saving Throw Table
2 1,500 2d6 19[0] D W P B S
3 3,000 3d6 19[0] 1 11 12 14 16 15
4 6,000 4d6 19[0] 2 11 12 14 16 15
5 12,000 5d6 17[+2] 3 11 12 14 16 15
6 25,000 6d6 17[+2] 4 11 12 14 16 15
7 50,000 7d6 17[+2] 5 9 10 12 14 12
8 100,000 8d6 17[+2] 6 9 10 12 14 12
9 200,000 9d6 14[+5] 7 9 10 12 14 12
10 300,000 +1* 14[+5] 8 9 10 12 14 12
11 400,000 +2* 14[+5] 9 6 7 9 11 9
12 500,000 +3* 14[+5] 10 6 7 9 11 9
13 600,00 +4* 12[+7] 11 6 7 9 11 9
14 1,050,000 +5 12[+7] 12 6 7 9 11 9
*CON bonus no longer applies
13 3 5 7 8 7
14 3 5 7 8 7
D: Death W: Wands P: Paralysis /
petrify; B: Breath attacks; S: Spells /
rods / staves.
18
Deviations
Deviant A Deviant has two deviations
Minimum Requirement: None selected either randomly or if the
Prime requisite: DEX GM allows it, by choice. Duplicate
Hit Dice: 1d6 deviations are to be re-rolled. If the
Maximum level: 8 deviant gains two attack deviations,
they may both be used each round
Armor: Leather, shields
Weapons: One-handed melee 1 Beast ears 3-in-6 chance to hear
noises.
weapons
2 Beast eyes Infravision to 60'.
Languages: Common Trade
3 Clawed hand Unarmed attack
About 100 years ago an Atlantean for 1d4 damage
Mage took about experimenting on 4 Gills Breathe underwater and
various races found in Evermore, swim at movement speed.
slicing together body parts and 5 Pincer Unarmed attack for 1d4
mixing the genes of various beings to damage. The pincer locks on to the
create deviants. Humanoids with victim, causing 1d3 damage per
mismatched body parts of many round (save versus paralysis to
different creatures (e.g. humans, escape).
reptiles, crustaceans, birds, 6 Scales +1 bonus to Armor Class.
mammals, etc.). Deviants are often 7 Spring legs Jump up to 30’
shunned by other species and until forwards and gain +1 to attack. If
recently could only be found on a wielding an impaling weapon (e.g.
lone Island found in the Sunkissed spear), this counts as a charge and
ocean. They have recently been inflicts double damage on a
freed and have started exploring the successful hit.
world.
8 Sticky tongue Grab an object
up to 15' away and pull it to the
Backstab mouth. Can be used as a melee
When attacking an unaware attack: bite inflicts 1d3 damage
opponent from behind, a Deviant
9 Two Headed The Deviant has
receives a +4 bonus to hit and
two sets of Intelligence and Wisdom
doubles any damage dealt.
Scores and possibly two alignments.
+4 save on mind affecting spells and
Cross Species Adaption affects.
For purposes of race as it relates to
10 Covered in eyes Never
using magical items including True
surprised unless not able to see.
Atlantean devices,
Deviants can use all such items. 11-12 Arboreal Swing from tree to
tree at half movement.
13-14 Play Dead Like a possum,
the deviant can appear completely
19
dead giving no indicator of a voices of people they have heard
heartbeat or breath before.
15 Glider Like a Sugar Glider, the
deviant has folds of skin starting from Tables
the hands and going down toward Deviants use tables of the Halfling
the ankles. This is not flying and the Class on page 57 of the Advanced
deviant must be able to have room Player’s Tome
to maneuver through the air.
Landing can sometimes be difficult EXP HD THACO
16 Wall Climbing Must have both 1 0 1d6 19[0]
hands and feet on the surface and 2 2,000 2d6 19[0]
cannot be wearing gloves or shoes.
3 4,000 3d6 19[0]
17 Spray blood Once every two
turns the deviant can spray blood 4 8,000 4d6 17[+2]
into the eyes(save vs poison to 5 16,000 5d6 17[+2]
avoid) to blind the opponent for 1d4 6 32,000 6d6 17[+2]
turns. Only effective on creatures 7 64,000 7d6 14[+5]
with eyes.
8 120,000 8d6 14[+5]
18 Shed Skin When the deviant *CON bonus no longer applies
takes massive damage on the
surface of their skin, or in order to get
Deviant Saving Throws Table
out of bindings, the deviant can
completely shed its skin. This takes 2 D W P B S
rounds to do and can only be done 1 8 9 10 13 12
once a day. 2 8 9 10 13 12
19 Shell A large shell covers the 3 8 9 10 13 12
back. The Deviant gains a base AC 4 6 7 8 10 10
of 12. Armor can be worn but must
5 6 7 8 10 10
be specially made at a great cost.
Also, the shell is heavy and causes 6 6 7 8 10 10
movement to be reduced by 10’ 7 4 5 6 7 8
20 Roll for a third deviation. 8 4 5 6 7 8
D: Death W: Wands P: Paralysis
petrify; B: Breath attacks; S: Spells /
rods / staves
Thievery
As the ability of the thief, only it caps
off at 8th level.
Mimicry
A Deviant can mimic the sound of
any monster or animal, including the
20
When they wear or not wear the
Dream Sovereign mask varies but all wear them when
Minimum Requirement : None in Dream Parliamentary sessions.
Prime requisite: WIS
Hit Dice: D4 Dream Companion
Maximum level: 14 Beginning at first level the Sovereign
gains a dream companion. This
Armor: None
companion is a dream folk that is
Weapons: Dagger, Staff loyal to the sovereign as long as they
Languages: Common Trade and one are not abused by the Sovereign.
other of player’s choice. For more information look at the
“Other…things” section.
The quest to understand and control If this Companion is killed, another
one’s dreams is an endeavor many one will come about after the
in Evermore take every night, but Sovereign’s next full night sleep.
very few individuals who successfully
do so that take on the exalted title of
Dream Tokens
Dream Sovereign.
A dream token is an object pulled
Most Sovereigns become
from the Dreaming. Dream Tokens
contemplatives, retreating to
appear as real items but give off a
Sovereign Monasteries far removed
strange “vibe” to them. . They can
from the outside world. Others
appear as very mundane or very
become intertwined with the
fantastical.
political intrigues of the newly
No matter the look they take, the
reformed Parliament of Dreams.
token must be simple in its
Others take on the life of an
construction. It can have parts, but
adventurer, trekking out to the
the parts must be moved by hand.
known realms of existence.
Example: Enoch, a dream sovereign,
In most societies Dream Sovereigns
creates an artificial arm for an
take on a revered stance with the
adventuring companion who lost
public. Those few bad apples that
one. This arm is solid and durable
downgrade the office of Dream
and has a fantastical steam punk
Sovereign are looked down by their
vibe to it. Enoch’s companion must
peers.
move the fingers and lock them into
The Importance of Masks place if he wishes to hold a weapon
Every Sovereign wears a in it. But the hand cannot be used to
“Mordephian Mask” which reflects pick up items or do other complex
the Sovereign in some way be it his manipulations.
personality or some event in his past. Dream Tokens can be no more than
Mordephian Masks can look like just 5 cubic feet in volume at 1st level, 10
about anything but all are unique cubic feet in volume at 10th level
and as the Sovereign gains levels the and 100 cubic feet in volume at 14th
mask is recognized by others in the level.
know as a coat of arms would.
21
A sovereign can only have a number Illusionist spell list. The Sovereign is
of Dream Tokens that equal to the able to enact a number of
allowed cubic space at any one Phantasms a day equal to the spell
time. In order to create something list. So at 3rd level the Sovereign can
else, another item of equal enact two 1st level and one 2nd
proportion must be sacrificed back level Phantasms a day. The
to The Dreaming. sovereign can choose any
phantasm (spell) listed for that level.
Lucid Dreaming They choose which ones they will use
While anyone can dream lucidly, that day while dreaming the night
only a Dream Sovereign is the before.
ultimate controller of dreams. A Dream Mantles
person who is not a Dream When sovereigns enact their
Sovereign can only do the following phantasms the dream mantle
things in their own dreams and not manifests. The dream mantle is the
others. Furthermore they can only do sovereign’s dream-self exerting into
so on a roll of 1in6. the waken world. At lower levels the
Use a lucid dreaming roll to: mantle might be vague, like a slight
• Know you’re dreaming and in blowing breeze and glowing eyes.
whose dreamscape you’re in. But as the sovereign gains higher
• Being able to change small levers it will become more
aspects of the dream. Instead of pronounced, like say having a
holding a sword, your opponent is hundred arms and a third eye to
now holding a chicken. appear.
• Being able to enter and exit a Dream Sovereign
dreamscape. EXP HD THACO
• Finding your way through the
Dreaming and Dream Lands.
1 0 1d4 19 [0]
• Wake up from a dream and 2 2,500 2d4 19[0]
continue a dream when you go 3 5,000 3d4 19[0]
back to sleep 4 10,000 4d4 19[0]
5 20,000 5d4 19[0]
Level Dice roll
6 40,000 6d4 17 [+2]
1-5 2in6
6-10 4in6 7 80,000 7d4 17 [+2]
11-14 5in6 8 150,000 8d4 17 [+2]
9 300,000 9d4 17 [+2]
Phantasms 10 450,000 +1* 17 [+2]
Phantasms are not spells but are 11 600,000 +2* 14 [+5]
dreams made real in the waken 12 750,000 +3* 14 [+5]
world. In rule terms though they act
in every other way as spells and in 13 900,000 +4* 14 [+5]
fact the Dream Sovereign uses the 14 1,050,000 +5 14 [+5]
22
Phantasms Table
1 2 3 4 5 6
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 3 2 2 1
8 3 3 2 2
9 3 3 3 2 1
10 3 3 3 3 2
11 4 3 3 3 2 1
12 4 4 3 3 3 2
13 4 4 4 3 3 3
14 4 4 4 4 3 3
23
This
whole
creation
is
essentially
subjective,
and
the
dream
is
the
theater
where
the
dreamer
is
at
once:
scene,
actor,
prompter,
stage
manager,
author,
audience,
and
critic.
JUNG
24
within 60’ gain a +1 bonus to
Fighter morale/loyalty. All the fighter’s allies
Requirements: None within 60’ gain a +1 bonus to saves
Prime requisite: STR against fear effects.
Hit Dice: 1d8 Main gauche: When fighting with
Maximum level: 14 a dagger in the offhand (in place of
a shield), the fighter may choose
Armor: Any, including shields
each combat round to gain a +1
Weapons: Any bonus to AC or to attack rolls.
Languages: Common Trade and Slayer: The fighter gains a +1 bonus
any other one of the player’s to attack and damage rolls when in
choice. combat with foes of a specific type.
The type of enemy must be chosen
The noble on the run, The gallant when this talent is selected. This
knight, the odious barbarian, any option can be taken more than
concept that has fighting as its core once, but each time a different
the resource of weapons. enemy type must be selected.
Examples: undead, clerics, dragons,
Combat Options giants, etc.)
At levels 1st, 5th, and 10th the fighter Unarmored Defense: When not
gains a Combat option. wearing armor, the fighter gains an
Cleave: When in melee with armor bonus equal to his Dexterity
multiple foes, if the fighter strikes a bonus and Constitution bonus
killing blow, he may immediately combined. They can still use shields.
make another attack against a This is an option for barbarians and
second foe. such. Knights would never have this
Defender: When the fighter is in option.
melee with a foe, any attacks the Weapon specialist: The fighter is
foe makes at characters other than an expert with a specific type of
the fighter are penalized at –2. weapon chosen by the player (e.g.
Horsemanship: While most fighters maces, two-handed swords,
know their way around horses, the longbows, etc.). They gain a +1
fighter with this option has the bonus to attack and damage rolls
highest of ability riding mounts. using this type of weapon. (If using
When riding a horse, the animal has the optional weapon proficiency
the same saving throws as its rider (if rules in Old-School Essentials
better) can move ten extra feet and Advanced Fantasy, this combat
last twice as long under stress. This talent should be disallowed.)
option can instead pertain to the
ability to ride a special mount such
as a pegasus or Unicorn.
Leader: Mercenaries or retainers
under the fighter’s command and
25
Fighter Level Progression Table
EXP HD THACO
1 0 1d6 19[0]
2 2,500 2d6 19[0]
3 4,000 3d6 19[0]
4 8,000 4d6 17[+2]
5 16,000 5d6 17[+2]
6 32,000 6d6 17[+2]
7 64,000 7d6 14[+5]
8 120,000 8d6 14[+5]
9 240,000 9d6 14[+5]
10 360,000 +2* 12[+7]
11 480,000 +4* 12[+7]
12 600,000 +6* 12[+7]
13 720,000 +8* 10[+9]
14 1,050,000 +10* 10[+9]
26
found on p119 of the Advanced
Magic-User Player’s Tome.
Requirements: None Use magic items: As spell casters,
Prime requisite: INT magic-users are able to use magic
Hit Dice: 1d4 scrolls of spells on their spell list. They
Maximum level: 14 can also use items that may only be
used by arcane spell casters (e.g.
Armor: None
magic wands).
Weapons: Dagger, staff
Languages: Common Trade, Prestidigitation
Draconic, and two others of the Prestidigitations are minor magical
player’s choice. tricks that magic-users are able to
cast an unlimited times per day. Their
Magic-users are adventurers whose range is 30’. They last no more than
study of arcane secrets has taught a minute or until the magic-user
them how to cast spells. Magic-users dispels them. No more than three
are able to cast a greater number of can be running at a time.
increasingly powerful spells as they Among the effects one can do are:
advance in level. • Cause flames to flicker, brighten,
dim, or change color for 1 minute.
Arcane Magic • Create an instantaneous, harmless
See Magic, p110 for full details on sensory effect, such as a shower of
arcane magic. sparks, a puff of wind, faint musical
Magical research: A magic-user of notes, or an odd odor.
any level may spend time and • Create an instantaneous sound
money on magical research. This that originates from a point of your
allows them to add new spells to choice within range, such as a
their spell book and to research rumble of thunder, the cry of a
other magical effects. When a raven, or ominous whispers.
magic-user reaches 9th level, they • Instantaneously light or snuff out a
are also able to create magic items. candle, a torch, or a small campfire.
Spell casting: Magic-users carry spell • Instantaneously clean or soil an
books containing the formulae for object no larger than 1 cubic foot.
arcane spells. The spell casting chart • Make a color, a small mark, or a
shows both the number of spells in symbol appear on an object or a
the magic-user’s spell book and the surface.
number they may memorize, • Instantaneously cause an
determined by the character’s unlocked door or window to fly open
experience level. Thus, a 1st level or slam shut.
magic-user has one spell in their spell • The magic-user can alter the
book, selected by the player. The list appearance of his eyes.
of spells available to magic-users is
27
Arch Mage Magic-User Spell Table
At the 14th level magic-users gain the 1 2 3 4 5 6
title of Arch Mage. They are the 1 1
pinnacle of their profession.
They gain (if they don’t already
2 2
have, the spells Detect Magic, Read 3 2 1
Magic and Read languages. If they 4 2 2
have a spell listed already, they can 5 2 2 1
pick another spell. 6 2 2 2
They can use Detect Magic, Read
languages and magic an unlimited
7 3 2 2 1
times per day. 8 3 3 2 2
9 3 3 3 2 1
Magic-User Level Progression 10 3 3 3 3 2
Table 11 4 3 3 3 2 1
EXP HD THACO 12 4 4 3 3 3 2
1 0 1d4 19 [0] 13 4 4 4 3 3 3
2 2,500 2d4 19[0] 14 4 4 4 4 3 3
3 5,000 3d4 19[0]
4 10,000 4d4 19[0] Magic-User Saving Throw Table
5 20,000 5d4 19[0] D W P B S
6 40,000 6d4 17 [+2] 1 13 14 13 16 15
7 80,000 7d4 17 [+2] 2 13 14 13 16 15
8 150,000 8d4 17 [+2] 3 13 14 13 16 15
9 300,000 9d4 17 [+2] 4 13 14 13 16 15
10 450,000 +1* 17 [+2] 5 13 14 13 16 15
11 600,000 +2* 14 [+5] 6 11 12 11 14 12
12 750,000 +3* 14 [+5] 7 11 12 11 14 12
13 900,000 +4* 14 [+5] 8 11 12 11 14 12
14 1,050,000 +5 14 [+5] 9 11 12 11 14 12
10 11 12 11 14 12
11 8 9 8 11 8
12 8 9 8 11 8
13 8 9 8 11 8
14 8 9 8 11 8
D: Death W: Wands P: Paralysis /
petrify; B: Breath attacks; S: Spells /
rods / staves.
28
• They are subject to magic like all
Manikin living beings are, including things like
Requirements Minimum CON 9 Sleep and Raise Dead.
Prime requisite CON • While they don’t need to eat or
Hit Dice: D8 drink, they can if they want to.
• Manikins do not need to breath
Maximum level: 12
and never need to take rest unless a
Armor: Any, including shields spell or similar magic makes them.
Weapons: Any • Mankins regain hit points at the
Languages: Common Trade , Any same rate as other classes but gain
other one known by its creator, them back by being repaired (or by
enemy or used to fulfill purpose. magic).All manikins know how to
repair themselves if they are
Manikins are Living constructs. That conscious.
may or may not remember their
creation. Poison Resistance
Manikins can come from a wide Manikins receive a +4 on saving
range of origins. They were created throws vs Poison.
for a special purpose, though most
pc manikins have set out Electric Sheep
adventuring to find more out of life. Manikins do not sleep but go inert for
They tend toward the Neutral a period of four hours. This is similar to
alignment as they are somewhat being asleep in that like a person,
detached from humanity though they can be “awaken” by outside
most seek to learn from it. There are interference. Like sleeping
though very virtuous and very evil organisms, they don’t know what
individuals. goes on around them. While NPC
The Scarecrow that spontaneously manikins cannot dream, PC ones do,
came to life to escape torture from having “evolved” from their original
the crows that perched on it all day, purpose.
the clockwork person created by the
Tinker to help around the house and
Structural Integrity
the ventriloquist dummy that was
All manikins have a Strong and a
brought to life by dark magic, The
weak spot in their construction. For
True Atlantean Warbot recently
example a scarecrow might take
awaken, are all examples of
half damage from blunt damage
manikins.
like say a mace, but double
damage from fire. Talk with the
Living Construct Game Master to determine the
Though manikins were created and character’s Strong and Weak spots.
not born, they are sentient,
autonomous beings.
29
Manikin Level Progression Table
EXP HD THACO
1 0 1d8 19[0]
2 2,200 2d8 19[0]
3 4,400 3d8 19[0]
4 8,800 4d8 17[+2]
5 17,000 5d8 17[+2]
6 35,000 6d8 17[+2]
7 70,000 7d8 14[+5]
8 140,000 8d8 14[+5]
9 270,000 9d8 14[+5]
10 400,000 +1* 12[+7]
11 530,000 +2* 12[+7]
12 660,000 +3* 12[+7]
30
Metamorphs can remain in the new
Metamorph form for up to one turn per level. The
Requirements Minimum INT 9 metamorph retains its own
Prime requisite DEX and CHA intelligence, hit points, saving throws,
Hit Dice: D6 and attack probabilities. Physical
capabilities of the new form (e.g.
Maximum level: 8
strength, physical attack forms,
Armor: Leather, no shields modes of movement) are acquired.
Weapons: Any Non-physical special abilities (e.g.
Languages: Common Trade, True immunities, breath weapons, spell
Atlantean, One other. casting) are not acquired.
Items visibly worn or carried by the
Sometime in the distant past the True victim are copied. Copied items do
Atlanteans mated with the human not possess any magical properties
slaves they subjugated and of the original and vanish if dropped.
produced offspring. Over time they
have become a true race, though Thievery
one that hides from the fear they As the Thief ability, though it’s
inspire. The vast majority of capped off at 8th level here.
metamorphs wish to be left alone
and to live their lives. Even so, the Telepathy
rare individuals who wish to bring Like their forebearers the True
chaos into the world gives the race Atlanteans, metamorphs can
an undeserved reputation. communicate telepathically with
In their natural form they look like a any being with a language in a 30’
cross between a human and True diameter
Atlantean. They usually stand no
more than five feet tall and are
slender. They are hairless and their
skin is translucent white. The eyes are
Metamorph
human but are very large and are Level Progression Table
wide open at all times. EXP HD THACO
1 0 1d4 [0]
Shapechange 2 2,000 2d4 [0]
A metamorph can alter their form to
3 4,000 3d4 [0]
exactly mimic another person. This
requires 1 round of visual contact 4 8,000 4d4 [+2]
with the target. The target does not 5 16,000 5d4 [+2]
have to be alive to be mimicked, 6 32,000 6d4 [+2]
but to have the speech down the 7 64,000 7d4 [+5]
metamorph must have heard at
8 120,000 8d4 [+5]
least a sentence from the target
before they die.
31
Metamorph Saving Throw Table
D W P B S
1 8 9 10 13 12
2 8 9 10 13 12
3 8 9 10 13 12
4 6 7 8 10 10
5 6 7 8 10 10
6 6 7 8 10 10
7 4 5 6 7 8
8 4 5 6 7 8
32
Luck of Thieves
Thief Once per game session the thief can
Requirements None decide to roll twice, taking the
Prime requisite: DEX better of the two. They can do this
Hit Dice: 1d4 once at 1st level, twice at 5th, three
Maximum level: 14 times at 10th and four times at 14th
level.
Armor: Leather, no shields
Weapons: Any
Thievery
Languages: Common Trade, Silent Thieves are stealthy and light-footed.
Tongue The thievery ability may be used for
any number of clandestine or
Thieves are adventurers who live by stealth-based actions. From picking
their skills of deception and stealth. pockets or locks, discovering and
Their range of unique skills makes disarming traps, remaining silent and
them very handy companions in hidden while moving . The Game
adventures. However, thieves are Master has the final say as to
not always to be trusted. whether an action falls under the
purview of thievery or not. When the
Back-stab thief attempts to use this ability the
When attacking an unaware Game Master rolls 1d6. If the result of
opponent from behind, a thief the roll is equal to or lower than their
receives a +4 bonus to hit and rating in the thievery ability, the thief
doubles any damage dealt. is successful in their attempt. Thieves
are not often aware of
Read Languages when their attempts to remain
A thief of 4th level or higher can stealthy fail, and the thief always
read non-magical text in any believes he is successful.
language (including dead
languages and basic codes) with a At 1st level thieves have a 2in6
3in6 chance. . If the roll does not chance.
succeed, the thief may not try to At 4th level thieves have a 3in6
read that particular text again until chance.
24 hours have passed.
At 7th level thieves have a 4in6
chance.
Scroll Use
At 10th level they have a 5in6
A thief of 10th level or higher can
chance.
cast arcane spells from scrolls with a
Non Thieves attempting such feats
3in6 chance. This roll must be made
always do so with a 1in6 chance no
every attempt even if they have
matter the level.
succeeded with the same spell
before.
33
Thief Level Progression Table
EXP HD THACO
1 0 1d4 [0]
2 1,200 2d4 [0]
3 1,400 3d4 [0]
4 4,800 4d4 [0]
5 9,600 5d4 [+2]
6 20,000 6d4 [+2]
7 40,000 7d4 [+2]
8 80,000 8d4 [+2]
9 160,000 9d4 [+5]
10 280,000 +1* [+5]
11 400,000 +2* [+5]
12 520,000 +3* [+5]
13 640,000 +4* [+7]
14 1,050,000 +5 [+7]
34
form hit points and hit points loss
Trickster carry over.
Requirements Minimum DEX 9 Items the trickster is carrying at the
Prime requisite: DEX and CHA time melds into the form and cannot
Hit Dice: 1d6 be used in anyway including
magical items.
Maximum level: 8
Changing forms takes one round.
Armor: Leather, no shields When sleeping, unconscious or dead
Weapons: Any or when coming back from the
Languages: Common Trade, dead, the Trickster reverts to animal
Animal Species form. They can change into their
animal form as many times a day as
Tricksters are intelligent animals that they like, since it’s their natural form.
can take on human form. They are
the children of the Trickster god Eshu Dream Jaunt
but are not divine themselves Eshu is in part a being of the
(though some of them through Dreaming as are its children.
trickery gain followers) and can die Tricksters are able to detect any
like any other living being (though portal that leads to the Dreaming
they are known to cheat death from and open it, on a 3in6 chance.
time to time).
While the Eshu itself does not have a Human Form
permanent animal form, its children In the human form Tricksters can
are regulated to one form. Animal wear leather armor and use
forms must be either avian or some weapons and function like humans
land animal. Typical animal forms do. They can use all of their Trickster
associated with Tricksters include skills in this form.
Cat, Coyote, Dog, Fox, Hare, Changing into this form is not
Raccoon, Raven and Wolf. Tricksters automatic for tricksters. They must roll
reproduce by unions with humans or each time they want to do so. The
animals of their type. They cannot chances are 2in6 for 1st level, 3in6 for
reproduce with each other. 4th level and 5in6 at 7th level
35
Life Death Trick Magical Device
The Gods will not intervene with the The Trickster has the ability to use any
lives of Eshu’s children (Raise dead magical device (except for scrolls,
does not work on Tricksters), but see Illiterate) on a 3in 6 chance. This
Tricksters can cheat death itself, must be rolled whenever a new
This works as the Cleric spell Raise device is used for the first time, even
Dead except there is no need for a if it’s of the same type used before.
sacrifice and he comes back one For example, a trickster uses a Wond
round later. of Cold. He rolls and can use it. He
A Trickster can come back 9 times. doesn’t need to roll again for THAT
A trickster cannot use Life Death if wand of cold but will if he finds
killed by any of the following another one.
methods: the hands of a person of
Lawful alignment, the hands of Metamorph Level Progression
another trickster or by the hands of a
Table
divine being.
There is one other catch to this and EXP HD THACO
that is they never come back 1 0 1d4 [0]
exactly the same. 2 2,000 2d4 [0]
Roll on the table below to gain the 3 4,000 3d4 [0]
result. Life Death works in both
4 8,000 4d4 [+2]
animal and human forms.
D6 Roll Results 5 16,000 5d4 [+2]
1 The Trickster comes back as a first 6 32,000 6d4 [+2]
level character. If already 1st level, 7 64,000 7d4 [+5]
roll again. 8 120,000 8d4 [+5]
2 The Trickster comes back as the
opposite sex or having both sexes or
Metamorph Saving Throw Table
no sex traits at all. Roll randomly.
3 The Trickster comes back as D W P B S
another alignment. Roll randomly 1 8 9 10 13 12
4 The trickster comes back with some 2 8 9 10 13 12
form of insanity. 3 8 9 10 13 12
5 The trickster comes back as a
4 6 7 8 10 10
different type of animal.
6 The Trickster loses two, not one use 5 6 7 8 10 10
of this ability. 6 6 7 8 10 10
7 4 5 6 7 8
Thievery 8 4 5 6 7 8
As the thief ability but the chances
are 2in6 at 1st level and 3in6 at levels
4 through 8.
36
move about quietly as a thief of the
Shadow Apostate same level.
Minimum Requirement : None • Furthermore, darkness does not
Prime requisite : INT affect them indirectly. They are able
Hit Dice: D4 to see perfectly fine in all type of
darkness, be it mundane or magical.
Maximum level: 14
• Spells that have a connection to
Armor: None the plane of shadows that would
Weapons: Any indirectly affect them, such as Black
Languages: Common Trade and Light and Darkness do not, while
two others. spells that would, like Shades still do,
but the Apostate always makes their
The Shadow Lord has a small group saves on spells like this.
of those that he has linked to The
Plane of Shadow to serve him, The Shadows Know
Called “Shadow Acolytes”. The shadows whispers secrets to the
But there are those that have apostate.
betrayed him and broke off ranks of Once per day there is a 3in6 chance
the Shadow Acolytes. These are the of the shadows revealing an answer
Apostates and the Shadow Lord to the apostate. There is a cost to this
works diligently to bring them to though. Every time the roll succeeds,
justice by exterminating them every the apostate must roll another d6. A
change he can. roll of a 6 means that the shadows
Apostates are feared and loathed will punish the seeker of the
by the general population. This can knowledge and send a Shadow
be both a good and bad thing for (which the apostate is NOT immune
the apostate and those who travel to) to fight him. Losing the battle
with them. means the shadow takes the
Apostate back to the Shadow Lord.
Child of Darkness Anyone helping the apostate during
While still mortal, apostates are far this fight will gain a shadow of their
more hardier than the average own.
mortal. By the Game Master’s degree, there
• They receive a +2 to all saving may be some secrets that even the
throws. Shadows don’t know. In that case
• When adding DEX to the AC the attempt simple does not work.
bonus, also add their INT bonus to
the DEX bonus. Example: A DEX Me and my Shadow
bonus of +2 and an INT bonus of +3 The apostate’s shadow moves about
gives a +5 to their AC. on its own, being able to make
• Being of darkness, apostates gestures and the like.
Are just as stealthy as a thief. They The Shadow is sentient and can
are able to hide in shadows and communicate mentally with the
37
apostate even though it does not D W P B S
speak. The shadow is very critical of 1 13 14 13 16 15
the apostate but will always side with 2 13 14 13 16 15
him unless it directly comes from the 3 13 14 13 16 15
Shadow Lord. It cannot disobey a 4 13 14 13 16 15
direct order from him. 5 13 14 13 16 15
Once per day for one minute per 6 11 12 11 14 12
level of the apostate, the shadow 7 11 12 11 14 12
can separate from its host and move 8 11 12 11 14 12
about. This time can be divided up 9 11 12 11 14 12
to no less than one minute periods. 10 11 12 11 14 12
In this form it has all the stats of a 11 8 9 8 11 8
Shadow in the monster section. If it
12 8 9 8 11 8
gets destroyed in this form it tethers
13 8 9 8 11 8
itself back to the apostate, who is
14 8 9 8 11 8
knocked unconscious for five
D: Death W: Wands P: Paralysis /
minutes.
petrify; B: Breath attacks; S: Spells /
rods / staves.
Shadow Walk
The Apostate can move between
shadows.
38
Immortal
Sidhe Sidhe can be killed but do not die
Minimum Requirement : naturally. They are immune to the
INT &CHR 9 mundane illnesses of mortal-kind (but
Prime requisite : CHR not poisons). They are affected
Hit Dice: D6 normally by diseases of magical
Maximum level: 10 origin (e.g. cause disease,
lycanthropy, the touch of a
Armor: Any
mummy). Sidhe also cannot die of
Weapons: Any thirst or starvation, though a lack of
Languages: Common Trade, sustenance drives them insane and
Sylvan sadistic
39
The sidhe may also make their garb Weaknesses
appear as they wish. Cold iron: Sidhe are vulnerable to
In all though Seeming is only visual iron weapons, suffering double
and dissipates when touched. damage on a successful hit. Their
• Fae Bewitchment 3rd level Glamours do not work if in contact
A single person, addressed by a with Cold Iron.
sidhe using this glamour, must save Resistance to divine aid: The
versus spells or believe the sidhe’s gods of mortals are loath to aid the
words, if only for a moment. When Fae. If a sidhe is the subject of a
the moment has passed, it is beneficial divine spell, there is a 2-in-
immediately obvious that a magical 6 chance of it having no effect on
deception has occurred. the sidhe
The Sidhe can also use Fae
Sidhe Progression Table
Bewitchment to communicate with
any being, including dumb animals. EXP HD THACO
This ability may only be used to talk 1 0 1d6 19[0]
with one other being at a time. 2 4,000 2d6 19[0]
Switching languages takes a turn. 3 8,000 3d6 19[0]
The Sidhe does not “learn” the
4 16,000 4d6 17[+2]
language but can use it during
conversation only. Nor can they 5 32,000 5d6 17[+2]
read or write in the language. 6 64,000 6d6 17[+2]
• Travel The Gloaming: 5th level 7 120,000 7d6 14[+5]
There is a 2in6 chance that the Sidhe 8 250,000 8d6 14[+5]
can walk through a shadow of at 9 400,000 9d6 14[+5]
least 10x10 area and come back out
10 600,000 +2* 12[+5]
one round later in a random
*CON bonus no longer applies
direction within 60’.
• Noble Returns: 7th level Sidhe Saving Throws
On the next turn after being D W P B S
targeted by a spell the Sidhe can 1 12 13 13 15 15
direct the spell back at the person 2 12 13 13 15 15
who cast it. Once done so, that 3 12 13 13 15 15
particular person is not affected by
Noble Returns until next Sunrise.
4 10 11 11 13 12
• Kiss of Morpheus: 10th level 5 10 11 11 13 12
Being the embodiment of noble 6 10 11 11 13 12
dreams, Sidhe are able to alter 7 8 9 9 10 10
reality through their dreams. Once 8 8 9 9 10 10
per day a sidhe can enact Manifest 9 8 9 9 10 10
Dreams as the spell with no chance
of madness.
10 6 7 8 8 8
40
The WORLD Of EVERMORE
41
Creation are subjected to severe punishment
Known to but a handful of those that for the most trivial of offenses.
live in Evermore, the event of its In Avalon Sovereigns must be careful
creation was not governed by the not to question the authority of the
gods but by an 18 year old boy Church of Sol Invictus.
named Gene Nolan of Earth. Nolan
used the Talisman of Infinite Dreams Beliefs
to create Evermore. The world of Evermore has a wide
The timeline of creation and how it range of religious institutions and
came about seems disjointed at thoughts.
best. Beliefs can be divided into three
When the world of Evermore formed main groups. First there is the Church
it’s history and flow of time was of Sol Invictus, which
imprinted from Nolan’s psyche just as
many baby animals who are Calendar
hatched imprint on their mother. The current calendar used today in
the Twelve Kingdoms came about
The Sovereign War right after the Great Cataclysm.
One hundred years ago a great war Though it was set up by the early
broke out between the Church of Sol Church of Sol Invictus, it is like many
Invictus and the largest Sovereign things of Evermore, a reflection of
Enclave, The Brotherhood of Earth’s calendar right down to the
Morpheus. number of days in a week, month
Though this war only lasted a little and year. Even names of the days of
over a year, vast numbers of people the week reflects Earth’s. There are
died because of the war. of course other calendars used on
The War started at a small Sovereign Evermore, most being found East of
Enclave located far up from the the Spine of Tiamat. But to those who
village of Knorr at the foot of the live West of the Spine this calendar is
Spine of Tiamat. the only one used. Even in Kelta, ,
In the end the war cumulated at Tor where resistance to be absorbed by
Peak, where the corruption of one of the church are under way, the
the Sol Invictus kingdoms was Calendar of Sol Invictus is used
revealed as having caused the war
in the first place. As a result of the Seasons
war new treaties were written up. Evermore has four seasons as does
One hundred years after the Earth. Each season is controlled by
Sovereign War an uneasy trust has the faerie courts which brings them
been established between the head to head with various divine
clerics of the gods and the beings.
sovereigns.
In The Kingdoms of Alvon Dream
Sovereigns are allowed egress but
42
Geological Features Draconic
The World of Evermore for the most A difficult language to learn,
part follows the rules of science Draconic is the language of dragons
concerning the world. The of all types and the basis of magical
atmosphere is like that of Earth’s formulas.
(though free of smog) Gravity works
the same as on Earth and so on. The Hyperborean
circumference of Evermore is To the people of Avalon,
74,800.00 miles. It has a sun called Sol Hyperborean sounds like babble and
and three moons called Luna, is best left for the barbarians that live
Calypso and Sin East of the Great Spine of Tiamat
43
Sylvan Some of the names of the twelve
The language of the Fae. kingdoms include Camelot,
Cornwall , Galeas and Summer
Deep Common
Trade tongue spoken by those that The Haunted Forest
live far underground. This vast forest stretches most of the
12 Kingdoms outlined along the
Spine of Tiamat. While trade routes
Albion
outline the forest, very few go
Albion makes up most of the
through it. The reason for this is the
“civilized” world. It consists of the
belief that those that die in the forest
Twelve Kingdoms. These kingdoms
are destined to wander it as ghosts
are feudal. Religion is dominated by
trapped forever in the forest. The
the Church of the Sol Invictus. Even
second and most important reason is
so, there are holdouts throughout
that the Haunted Forest is ruled by
the 12 Kingdoms of older gods being
the Iron claw of Black Agnes, a
worshiped.
green hag of demi-goddess status.
To the eyes of those living within the
All who live or even passes through
Twelve Kingdoms, they are the
the Forest are under her rule, like it or
center of the civilized world. To the
not
East is the Spine of Tiamat, which
divides the civilized world from
hordes of Barbarians and various Alkebulan
horrors beyond the imaginings of the Kingdom of Ivory
people of the Twelve Kingdoms. The Kingdom of Ivory is covered with
Each Kingdom is ruled by a noble dense forests and savanna plains. An
family that can trace itself to one of abundance of wildlife is found here
the 12 Knights of the Round Table as is many forgotten things. Vast,
When Evermore came into existence ancient cities are found deep in the
it was a world that imprinted on the Jungles of the Kingdom.
Creator’s experiences, thoughts and
feelings. At first there were no Gwangi Valley
humans in Evermore until Zoso Tucked away from the world in the
himself brought people to Evermore heart of the Kingdom of Ivory sits the
to populate it. These people it seems Valley of Gwangi. Actually, much
took to this “imprinting” and many larger than a valley, Gwangi is a lost
things mirrored the myths and stories world of dinosaurs and other ancient
of Earth. creatures. A strange, highly evolved
The 12 Kingdoms reflects the stories group of lizard men make their home
of Camelot down to its codes of here.
Chivalry and it’s structure of society and places of worship still survive.
of nobility, serfdom and church. People from all over the world sail to
Atlantis to see its wonders and to
trad
44
Atlantis sewers of Atlantis. While Bleak himself
has been running around with a
group of powerful explorers, his
City of Atlantis
legacy lives on.
The city of Atlantis is a vast, old city
that has a long history of siege and
wonderment. Today it stands as the Kara-Tur
crown jewel of the world. A large Kingdom of Jade
portion of the city shows the Remote and cut off to the known
remnants of the True Atlanteans and world, The Kingdom of Jade is an
their architectural wonderment. The esoteric and exotic land. The people
city is under control of a large there are gracious to a fault and
have an elaborate system of honor
Atlanteans foreign to the Twelve Kingdoms.
Those people who now call Divided up into large Providences.
themselves Atlanteans are a long Samurai bow before their Daimyo.
way from being those who originally Monks sequester themselves in
claim the name. In fact, many monasteries high up in the
scholars think that the people who mountains learning the ancient
now call themselves Atlantean were martial arts.
once the original Atlanteans’ slaves.
When talking of Atlanteans, there The Seven Golden Vampires
are those that live in the City State of The vampires of the East are very
Atlantis and those that live outside of different than the ones found in the
the City State, on the continent of Twelve Kingdoms. For example, they
Atlantis. The City State Atlanteans are able to walk about in the
are mostly of the noble class where sunlight. Each of the 7 Providences
those living outside are lower class. of the Kingdom of Jade has a
No matter the class they come from, vampire that claims control. These “7
most Atlanteans are arrogant, similar Golden Vampires” do not have
in the same vein of the Nimbus, Most actual control over the Providences
are olive to pale in skin color with as does the Celestial Emperor.
very dark hair. No other civilization Instead they conduct underhanded
(save for the Nimbus) has such a Yakuza activity that reverberate
high level of magickal understanding throughout the Kingdom of Jade.
then the Atlanteans. Many
speculate this is because so many Kelta
artifacts of the Ancients had been The Green lands, home of the Fey,
found here. Stone Circles and Druids. Kelta’s
almost as untamed as Hyperboria.
The Legion of Shadowmen In the lowlands you have the Pict,
This band of rogues founded by the who are great fighters that make
notorious Thalmere Bleak, have an war in the nude, made up in tattoos
elaborate network that is ran in the that magically protects them. In the
45
Highland mountains kilt wearing Bron
clansmen war against each other, No other society of humans are
only joining together to combat more despised or feared then the
outside threats. The Church of Sol Bron. Complete barbarians, the Bron
Invictus has tried to “educate” the have survived with only their blood
“savages” much to the dismay of lust and the dark magics they
the Invictus ministers as their heads practice.
are put upon sticks as warnings to
others. Dragon Graveyard
The Dragon Graveyard is a large
Children of the Golden Oak desolate area littered with the
This small, but powerful Fey Circle boney remains of dragons of all ages
has branched out from Evermore and sizes. The area is picked over by
and can be found popping up in scavengers of all types, but care
various unexpected places. The must be taken for it is well known
Children are a Fey circle that has that living dragons visit the
become corrupted by evil. Graveyard sporadically and they do
not like non dragons there.
Hyperboria
Hyperboria is the land of intrigue, Spine of Tiamat
danger and adventure. It is a land of This vast mountain range stretches
desolation filled with great wonders. the full length of the continent
Filled with brutal civilizations, it’s also separating Albion and Hyperboria.
a land with a vast number of Legends say the mountains are the
barbarian tribes that fight tooth and actual spine of the dragon Tiamat
nail for dissolute land. It’s a land filled and were formed when the gods
with cults dedicated to all kinds of created the world from her corpse.
strange gods that demands blood
sacrifices. Vault of the Creator
Located far from prying eyes, the
Amazons Vault of the Creator is well hidden. It
The Kingdom of the Amazons rests is said to house the body of the
firmly in Hyperboria and is nestled Creator himself and house many
away from the outside world. The great, powerful magical items.
Amazons are a society made up of
women only. These women not only
Midgard
believe that the female sex is
At The northern reaches of
superior, but that men in general are
Hyperboria is the area known as the
not to be tolerated except for
Wild Lands or on many maps known
breeding and to be killed
as simply as The Barbarian Hordes.
afterwards.
These vast permafrost plains stretch
for miles and miles and woe to those
46
who find themselves stranded out in When a person dies on Evermore
this vast wilderness. Large tribes of their spirit goes to a sort of way
brutal barbarians roam the area and station called the Isle of the Dead,
called it home. Just beyond the which is ruled by the god Donn.
lands of Midgard lives giants. Eventually the souls go to their
perspective final resting place,
Thule though when this happens can be a
If there is a Kingdom associated with process that takes centuries, as Donn
Midgard, it would be Thule. Thule is is reluctant to give them up. Many
actually made up of over 24 stories abound about heroes who
barbarian tribes formed in a council. have transverse the Island’s gates to
save a loved one.
Nimbus
The Nimbus are a people who live in Stone Titans
great cities in the clouds. They are Far out in the Sunkissed Ocean
arrogant, literally looking down on standing alone as sentries of for
those who walk the face of reasons unknown are five statues of
Evermore. what appear to be human males.
They wear loose fitting robes of white The statues are all male, with one of
draped around their frames and them broken off diagonally in its
sandals that range from the foot to stomach area it’s top half laying on
knee high. The vast majority of them the ocean floor. They are so tall that
have at least some knowledge of they stand on the ocean floor and
magic and many of them have rings they stick out at chest level from the
of flying or levitation. The vast surface.
majority of Nimbus people are frail
looking with pale skin and light hair The Shattered Islands
colors. A vast stretch of islands that range
many miles in the Sunkissed Ocean.
Sunkissed Ocean These Islands are home to a large
The vast Sunkissed Ocean of variety of societies and individuals
Evermore holds many secrets and who wish to leave society behind for
dangers. On the other hand, it also many reasons. The Islands isolation
holds many lost treasures and long also means that the islands are fertile
lost civilizations. While there are with unique things.
established routes that sailors travel
by, they are nowhere safe. Ape Island
This strange island is covered by a
Isle of the Dead strange green energy field similar to
This is the home of the god Donn. It is the Arora Borealis. This field stops all
where all who die goes. It is more of magics -both arcane and divine-
a way station to the afterlife than a from working. Magical items still work
final destination. though. One of the more strangest
47
things about Ape Island is the fact Zakhara
that it’s ruled by intelligent apes and
Caliphate of the Mad Jinn
the humans that live there are like
Also known as the Kingdom of Sand,
dumb animals.
The All-Seeing Jinn rules this area of
Evermore with an Iron Fist. He
The Black Idol enforces horrible rules upon the
The small island of Tor is home to a peoples living under his thumb for
sinister structure called The Black the sole purpose of keeping power
Idol. This statue towers over the to himself
Island and looks like a statue of a
sinister figure in black obsidian. The
purpose of its existence is unknown
since no one has
returned from exploring it.
Deviant Island
This Island is home to Deviants
created by an Atlantean Mage
using True Atlantean magics. The
Deviants were enslaved by the
Mage until a group of adventures
invertedly freed them.
48
PEOPLE, ORGANIZATIONS And OTHER…THINGS
49
People Organizations
Brotherhood of Himeros
Shadow Lord Known only by rumor to those
The mantle of the Shadow Lord has outside of Its organization, The
been passed down through the Brotherhood
centuries creating a long line of
succession. The current Shadow Lord Fae Courts
is Jeremy Nolan of Earth.
Seelie Court
While not technically a god, The
This court includes the fae races of
Shadow Lord is given long distance
Brownies, Dryad, Dwarves, Elves,
by them for they know the power he
Halflings, Gnomes, Leprechauns
holds. The current whereabouts of
among others.
Jeremy is unknown.
Jeremy has a small group of Unseelie Court
devotees called Shadow Acolytes, The Unseelie Fae Court consist of
who does his bidding. Even though many types of fae. This includes
the Shadow Lord has not been Drow, Duergar, Goblins, Gnolls, Orcs
heard from in over a century, he is and Hobgoblins among other evil
able to communicate with his fae races.
acolytes.
Parliament of Dreams
Zoso The Realm of Dreams is a vast,
Arch-mage, Steward of Evermore untamed region. Even so it has three
The most powerful of magic-users in institutionalized bodies of
Evermore. Zoso’s history is filled with a government, one of them, The
great amount of tall tales. What is Parliament of Prophetic Dreams only
true and not true is a great debate recently being enacted by the
to those of Evermore. Sovereign Donovan.
No other magic-user is as well known The Parliaments presides over
to the general populace of different aspects of the Realm.
Evermore. Above them is Lord Morphius, who is
Zoso is the author of a great many more a mediator than ruler over the
books that give great insight into parliaments.
many things both mundane and Before the Parliament of Prophetic
magical in Evermore and the realms Dreams was created there was a
beyond. great rivalry between the other two.
Zoso keeps to himself with his While this is still somewhat the case,
whereabouts unknown to the the rivalry has lessen greatly.
general public. He keeps no other
company but that of his lover, the
metamorph named Charade.
50
that can travel only in the water, it in
Items of Power fact can transverse all realms.
51
The powers of this artifact is Dream Companions
unfathomable and can only be AC 7 [12], HD 2+1 per level of the
guessed at. It’s the ultimate of Dream Sovereign (11hp), Attack by
magical weapons with a price. For weapon type if any (1d4 only in
to own it, one must become the Dream Realm or when manifested),
Shadow Lord, which must result in THAC0 17 [+2], MV 90’ (30’), SV D12
the former Lord’s death. W13 P14 B15 S16 (2), ML 12, AL any ,
XP 35, NA 1d8 (1d12),
Creatures • Surprise: On a 1–5.
• Mundane damage immunity when
Dreamfolk not manifested.
The world of Evermore rests side by • Can only be harmed by magical
side with the Dreamlands, a fact that attacks when not manifested.
is brought home when parts of • Spell immunity: Unaffected by
Dream break away and form “living” charm and sleep spells
embodiments of dreams. Many of
the monsters known to the people of Eblis, Duke of Hell
Evermore are in fact dream folk that Eblis, for a long time has been
have over time, become real. The forgotten in the bureaucracy of the
Kemono are a fine example of this. Nine Hells. Eblis has used this to his
Dream Folk can really be anything. advantage to plot his grab for
Many times dream folk might be power in the not too distant future.
birthed from the dreams and desires
of players and can take the form of
Favored of Kyuss
dead loved ones, enemies, or
Recently the Demigoddess Kyuss
friends. They can take the form of a
was defeated by a small group of
childhood imagined friend or a
adventurers, her goal of world
famous warrior of old. They can even
domination ruined by them. But a
be birthed from other realms, like
single worm escaped and now a
Earth and have found their way to
small but growing number of her
Evermore.
more ‘favored” children are
Most Dream Folk walk about without
spreading across the world. So far,
no one knowing they are around
they are contained on an island in
since they are wisps of dream.
the Shattered Island region.
Though more powerful ones can
When, not if, they escape the world
take form for a while.
will be faced with a horrible event.
There are no set stats for Dream Folk.
Kyuss was the wife of Orcus when he
Feel free to assign whatever stats
was a necromancer in Atlantis.
you feel they need.
When Orcus became corrupted and
turned into a demon, he “blessed”
his wife with the curse of Undeath.
52
True Atlanteans
The best kept secret in Atlantis is the
Great Rites
fact that those who call themselves Rites are Paradigms that transcend
Atlanteans are in fact descendants the 6th level of spells, phantasms
of the slaves of the True Atlanteans etc. Rites cannot be used during
who all are believed to be long combat since they require 10
dead. How and why the True minutes or more to enact. Some
Atlanteans perished is unknown. But can even take hours. Once a rite has
they have left behind great been enacted, they cannot be
monuments to their past presence. stopped, but can be modified.
No one knows what the True
Atlanteans looked like or what their Rite of Genisis
presence here on Evermore was for. The most powerful of Rites, The Rite
It is thought that they hail from a of Genisis creates an actual world.
Prime Material Plane like Evermore. This world is imprinted from its creator
Atlantis the city is the center of these and reflects them.
great monuments. Theories abound The Rite requires a being of divine
as to who the True Atlanteans were nature to enact it. To do so otherwise
and why they visited Evermore. will tear the enactor apart on the
atomic level. Another requirement
for enacting this rite is the use of the
Talisman of Infinite Dreams as a
component.
Rite of
Vampiric Transcendence
This rite transfers the state of
vampirism onto a subject but allows
them to be free willed undead that
cannot be controlled by spells or
abilities like turn undead.
Furthermore it allows the subject to
keep their class features. This rite
gives vampirism to all living beings,
53
so it could affect even Tricksters or automatically fail. A weapon may
Manikins. have up to five permanent effects,
but a 25% (noncumulative) chance
Rite of Spell Permanence of failure applies to each
By means of this rite , the caster can permanence after the first.
cause one other spell effect of 6th Furthermore, if the permanence
level or less to become permanent. fails, it destroys the weapon
This spell will not make permanent completely.
any spell which has an Some spells used on a creature that
"instantaneous" or "permanent" are commonly made permanent
duration (such as dispel magic, are: detect magic, protection from
fireball, lightning bolt, etc.); clerical evil, read languages, read magic,
spells and 8th or 9th level magic-user detect invisible, and fly. Some spells
spells also cannot be made commonly made permanent on
permanent. areas are light, phantasmal
The GM can declare that the force, confusion, and cloudkill.
permanence rite will not work with A magic-user does not need a
any other specific spell. permanence spell to make any
Whenever a character wishes to permanent magical item. Using
cast the spell, the DM should permanence to bind a spell to an
carefully consider whether object is not the same as enchanting
permanence will affect the other the object. Enchanted objects are
spell. Certain spell combinations more durable and permanent than
could seriously affect a campaign's objects which have merely had
game balance, and the DM should spells permanently placed upon
carefully regulate all uses of this spell. them
A permanence rite lasts until
dispelled by a dispel magic spell
from either the caster or some
New Spells &
higher-level spellcaster (at normal Spell Changes
chances for success). When the
Several spells work differently than in
permanence spell is dispelled, the
the book.
other spell effect vanishes
immediately.
Except for weapons, an item can
Raise Dead
only receive one permanence spell, Works just as described but for one
and a creature can receive two at thing. A life must be sacrificed for the
most. If a permanence spell is cast life that is to be returned.
on an item or area that already has For those of Lawful alignment, this
one in effect (or a creature which most often means a subject that is
already has two, or a weapon willing to give up their life for the
which already has five), both other.
permanence spells Agents of Chaos will have no trouble
killing anyone to achieve their goals
54
Reincarnation
While no life is required to come
back, the subject always comes
back as a Human. Sex is determined
randomly with a 50 /50 percent
chance.
55
The GODS Of EVERMORE
56
The Great American Dust could not. Something was
Bowl, Kansas, USA,1938 preventing him from doing so.
He dropped the gun and stood up
Symore Balen sat watching the great
and moved toward the twister which
dust cloud overtake the farms off in
was now upon him. It stopped some
the distance. The circus he recently
40 feet from him. And while it was
joined had set up outside of the
raging, the air around it was still.
small town from where the carnage
Inside the twister was the shadowed,
was taking place. As a clown, Balen
featureless figure of a man lying on
tried to make light of very dark
the ground. The twister dissipated;
situations, but this was too severe.
the air around now filled with a
People were losing their homes and
raging wind.
livelihoods.
Balen walked over to the figure who
He sat on a back lot to be alone. He
looked up at him. Balen couldn’t
was dressed in his street clothes but
make any features out. The figure
had not yet taken off his makeup.
was as if it was all shadow.
The clown face painted smile
“I am Nergal” it said in a booming
contrasted with his real-life frown.
voice. Balen started shaking in every
A single tear slowly rolled down his
fiber of his being.
cheek. He held the Smith& Weston
The figure strained to reach his hand
revolver in his hand, spinning the fully
up toward Balen and said, “Take my
loaded barrel, snapping it in place
hand!”
then doing it all over again.
“Take his hand? “Balen started to run
He put the gun to his head then took
away, but again couldn’t. Some
it down again as fast. He kept doing
force was preventing him. Instead of
it over and over, each time deciding
running he walked over to take the
not to pull the trigger.
shadow’s hand, which felt cold to
He cried out a sob of despair as he
the touch.
looked back over to the dust cloud.
“I am the storm that rages in the skies
At that moment he noticed what
and the hearts of men. For centuries I
appeared to be a smaller dust cloud
had waged war and pestilence. But
break away from the larger one. As it
now I rest. I must rid myself of this
did so, it formed into what looked
burden, which you will take.”
more like a twister and started to
“No...” Balen tried to resist but could
move over to the circus with great
not. Nergal held his wrist firm while a
speed.
stream of what look to be black tar
Balen had seen both Dust Clouds
moved out from Nergal’s fingertips
and Twisters and this was behaving
and moved up Balen’s arm to his
like neither.
mouth. The Divinity Strain washed
The twister seem to have a mind of
over him, killing him and making him
its own as it moved toward the
reborn. Nergal let go of Balen and
circus. In fact, it looked to be
slumped to the ground dissipating in
coming right to Balen. Balen tried to
a burst of wind and then he was
move, tried to warn the others but
gone.
57
Balen’s eyes filled black with the Attaining Godhood
Divinity Virus. His clown face seemed There are many ways one can attain
to become part of his actual face as “godhood” in Evermore. The more
Balen’s grin grew from ear to ear common methods include:
and his mouth opened impossibly
Ambrosia
wide to show a mouth full of long,
The “Food of the Gods” is a strange
sharp teeth.
concoction that can only be crafted
He looked over to the tents and
by another god. Allowing someone
horrible thoughts started to overtake
to eat of it is very regulated among
him.
the gods, at least it’s supposed to
A look of horror came over his face
be. In actuality many times the gods
as he realized what he was he was
have used ambrosia to further their
going to do.
own desires and causes.
Balen panicked trying to think of
how to contain the urges he had
inside when an inner calming Birthright
thought told him what to do. Balen Gods born of gods are well known.
waved his hand before him and a These divine beings more often than
portal to another realm opened. not, have a haughty attitude
Though he did not know how he towards the “others” who in their
knew, he knew that Earth was too opinion, do not deserve divinity.
dangerous. Something called the
Veil of Reason would stop him. He Consuming a God
needed to go through this portal he Suffice it to say, not a popular
somehow had created. option among the other gods.
He ran towards the portal but Consuming a god can take many
stumbled to the ground. Something forms from taking the life energy in
was keeping him from getting up. It some fashion to literally eating the
did not matter. Balen dragged full corpse of a god. One human
himself to the portal to safety. even ate an egg spawned by a god
Yes. He would go through the portal consuming the divine child within
to his freedom. The freedom he
needed to do what must be done. Divinity Virus
And so, he dragged himself through Twenty years ago the Lasarus
the portal, to the land known as Initiative discovered what they
Evermore. termed “The Divinity Virus ”.
Just what the Divinity Virus is and
where it came from is unknown, but
what is known that those that
“catch” it are transformed into
powerful beings. Gods? Perhaps, but
it not only transform the subject
physically, but also mentally.
58
Many of the gods of Evermore have Dead Gods
ascended by being exposed to this While very rare, the death of a god
strain. does happen and when it does it is a
reality alliterating event that is felt
God Ranking throughout the realms.
There are three rankings of gods by The death of a god is a cosmic
those that study such things: event that triggers many different
God, Demigod and Godling . things including the birth of new
sidhe, formation of geological
God aspects to new races.
Beings with this ranking can affect The process leading up to the death
whole realms and have very large of a god can be quick or take
followings. They also tend to have centuries.
domain over either very important Nergal, a case study
things (such as the Sun) or concepts Nergal is an example of when a god
(such as Love). commits suicide by passing on its
divinity to another. This act kills the
Demigod divine being
While still very powerful, these gods
tend to hold sway over a single Many of the gods of Evermore have
domain, their powers being limited ascended by being exposed to this
to that domain. Ishtar is the exclusion strain.
to this, having domain over three
aspects. God Ranking
There are three rankings of gods by
Godling those that study such things:
These beings have only come into God, Demigod and Godling .
godhood very recently by either
being born into it or gaining it some God
other way. At most they are very Beings with this ranking can affect
powerful beings that are now divine whole realms and have very large
in nature. They tend to have little to followings. They also tend to have
no followers at this point. Eventually domain over either very important
they will (in theory at least) become things (such as the Sun) or concepts
either demigods or full gods in their (such as Love).
own right.
Demigod
While still very powerful, these gods
tend to hold sway over a single
domain, their powers being limited
to that domain. Ishtar is the exclusion
to this, having domain over three
aspects.
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Godling
These beings have only come into Sol Invictus
godhood very recently by either God of the Sun, Chivalry and
being born into it or gaining it some Law
other way. At most they are very Also known as The Unconquered
powerful beings that are now divine Sun, Sol Invictus is a human god that
in nature. They tend to have little to teaches a righteous path to his
no followers at this point. Eventually followers from sacred texts that he
they will (in theory at least) become has passed down to his prophets
either demigods or full gods in their centuries ago. All of Albion is under
own right. the control of The Church of Sol
Invictus. The church endorses the
Divine Right of Kings and so is not a
pure Theocracy.
Deity’s Alignment: Lawful
Favored Weapon: Long
Sword(used by paladins of the faith )
Dead Gods
Mace (used by the clergy of the
While very rare, the death of a god
faith).
does happen and when it does it is a
reality alliterating event that is felt Symbol: The Sun Rampant
throughout the realms. His Clerics: The Church of Sol
The death of a god is a cosmic Invictus shares rule with the various
event that triggers many different High Kings of Albion. The church
things including the birth of new endorses the rule of Kings, making
sidhe, formation of geological relationships between church and
aspects to new races. state sway back and forth
The process leading up to the death depending on who’s in charge on
of a god can be quick or take either side of the coin. Clerics are
centuries. expected to be chaste and do not
Nergal, a case study marry. Females are expected to
Nergal is an example of when a god either marry or become nuns
commits suicide by passing on its
divinity to another. This act kills the The 8 Million Gods
divine being To the church of Sol Invictus all the
other “gods” are to be ridiculed for
their vast numbers and seemingly
rag tag cohesion. The term “8 Million
Gods” is a ridiculed of the great
number of them.
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His bloodlust exploits are legendary
Amaterasu Omikami with many of them describing
leaving confusion and pain in his
Goddess of the Sun
wake. His daughter is Ishtar.
This goddess is barley known in The
Twelve Kingdoms where her worship Deity’s Alignment: Chaotic
is heretical since her portfolio crosses Favored Weapon: Spear
over with Sol Invictus. In the Kingdom Symbol: Spear
of Jade she rules supreme. His Clerics: The clergy of Ares
Deity’s Alignment: Lawful teach fighting to the faithful and can
Favored Weapon: Katana be found in the military serving not
Symbol: Octagonal mirror only as a typical cleric but also as
trainers for war.
Her Clerics: Very few of
Amaterasu’s clerics are found
outside of the Kingdom of Jade. Balen
Those that are lead small cults Demigod of Buffoonery. The
dedicated to her, who worship in Clown Prince, The Divine Fool
secret since her religion is heresy in The Clown Prince is rumored to have
the 12 Kingdoms. begun as a human that advanced
to godhood. His three aspects are
Animal Lords Buffon, Divine Fool and Madman.
Godlings of Animal kind Alignment: Lawful/Neutral/
Each type of animal has an Chaotic
embodiment of its kind called an Favored Weapon: Mallet (Mace)
Animal Lord and all of its species Symbol White circle with red dot in
gives knee to them. the center
Deity’s Alignment: Neutral His Clerics: His clergy dress as
Favored Weapon: Fangs or Claws clowns and jesters. They spread
Symbol: Claw Marks cheer and madness, across the
Their Clerics: The animal lords have world of Evermore. There are no
no human worshipers. Every animal churches for daily worship, but
of any one particular animal lord temples where the clergy live are
pays respect to that Animal Lord. known. There are three branches of
the Clergy, dedicated to the three
aspects of Balen. These branches
Ares are not in competition with each
God of War and Bloodlust other and see the others, as
Ares is a god that is seen as trouble necessary.
by those of his peers. Looked upon The Order of Mirth is dedicated to
almost as a necessary evil, he is making the masses happy through
given great lead way from the other Buffoonery that is light and happy.
gods. The Order of the Divine Fool stand as
a bridge between the Order of Mirth
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and the Order of The Mad Buffoon.
They divine secrets from cheer and Black Agnes
mayhem.
“The Dark Mother” Green Hag
The Order of the Mad Buffoon are
stark raving mad, so much so that Demigoddess
even the other Orders know to stand Very few outside of the Haunted
clear of them as death and Forest have either heard of or follow
madness follows wherever they go. the one known as “Little
Grandmother”. But all who live in the
Haunted Forest pay homage to her if
Bast they know what’s good for them.
Goddess of cats, protection Black Agnes primary concern is only
and Fertility to things that happen in her own
Bast’s center of worship is Atlantis, backyard and no one else giving her
but her cult has spread the world a respect from other divine beings
over. Her worship is centered in the not seen by most.
City State of Atlantis. Alignment: Chaotic
She appears as a human woman Favored Weapon: Dagger
with the head of a cat, usually a
Symbol: A green clawed hand
domestic one but at times one of
clutching a human heart.
the great cats especially a lions. Bast
is the sworn enemy of the World Her Clerics: Though all in the
Serpent Haunted Forest pray to Black Agnes,
there is no formal worship and no
Alignment: Lawful
clergy. There are few if any followers
Favored Weapon: Whip of hers outside of the Haunted
Symbol: Cat Forest.
Her Clerics: Clerics of Bast hold
high station in the city of Atlantis. Donn
Male Clerics shave their heads and
God of Death,
females wear their hair long and
straight. Temples dedicated to the “The Grim Reaper”
goddess are refuge for cats of all Many invoke the name of Donn and
types that are taken care of by the wish for his embrace.
clergy. The Clergy are required to Donn is only concerned with death
seek retribution, either financial, and it’s natural place in the world.
legal or by death of anyone harming He rules over the Isle of the Dead,
a cat. Her clergy will sacrifice where all who die on Evermore goes
themselves for the protection of cats before being separated out to their
of all types. perspective afterlife’s in The Seven
Heavens or Nine Hells.
He has several appearances. In
person he appears as a man with
bone white skin and deer antlers on
his head. In popular art he is
62
depicted as a skeleton in a black Her Clerics: All goblins at least pay
robe holding a Scythe. homage to her. Esmerelda is the
Alignment: Neutral leader of all goblinkind.
Favored Weapon: Battle Axe or
Scythe Eshu
Symbol: Human Skull The Great Trickster, God of
His Clerics: Donn’s clerics preside Chaos and Misfortunes
over funeral rites and take care of all Eshu is known as The Great Trickster.
the details of the departed’s needs Its sole desire is to bring pure chaos
at death including embalming and to the world, but not in an evil way,
other preparations. Upon death, it is but a playful one. While its children
custom to place a silver piece over are regulated to one form, Eshu is
each eye for payment so that not, being able to take the form of
Donn’s ferryman Charon will all beasts.
transport the soul to the Isle of the Alignment: Chaos
Dead. This custom has been all but
Favored Weapon: Claws
eradicated in the 12 Kingdoms of
Albion, where the Church of Sol Symbol: Trident with wave
Invictus as forbidden it. It’s Clerics: Eshu has no clerics
though some humans pay respect to
or evokes its name.
Esmerelda
The Goblin Queen,
Demigoddess
Hecate
Goblins are lazy creatures that don’t The Triple Goddess, Goddess of
have any intelligence to self-govern. the Moon, Crossroads, Magic
This is where the Goblin Queen Hecate is a very powerful goddess
comes in. A mantle that is obtained as is indicated in the war The
by a human that is sacrificed to the Unconquered Sun and his followers
gods of Chaos. This sacrifice have enacted against her followers.
becomes the new Goblin Queen. Those that follow the occult arts of
The current queen is named magic are her followers. Witches are
Esmerelda. She has a sister named her most loyal followers. Her worship
Discordia who has been missing for is done in secret at night under the
almost a decade. Esmeralda is on a Moons.
quest to find sister. Little does she Hecate is a triune goddess consisting
know that she’s caught in a magical of Virgin, Mother and Crone.
bottle on the bottom of the Sea of Alignment: Chaos
Dreams. Favored Weapon: Dagger
Alignment: Chaos Symbol: Stropholos, black dog and
Favored Weapon: snake
Symbol: Bloody goblin skull
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Her Clerics Ishtar
Hecate does not have a clergy, but Demigoddess of Luck, Fortune
those magic-users who worship her
and Prostitution
enact clerical rites in her name.
The child of Ares and the nymph
Worship is conducted once a month
Daphne, Ishtar is barely a
during the full moon at night, in the
demigoddess, but her worship is
nude.
worldwide and can be found in
every major city. Her clergy are
Himeros temple prostitutes, both women and
God of Romantic love, Archery, men since Ishtar presides over all
Brotherhood loving acts.
Himeros appears as a handsome Alignment: Neutral
man with wings of white feathers. Favored Weapon: Man Catcher
While other gods are about physical Symbol: A Gold Coin with the face
love, Himeros is about Romantic of the goddess
Love. Furthermore there is a sect
Her Clerics: The clergy of this
within his followers that believe the
demigoddess are all sacred
love between men to be the
prostitutes whose acts of prostitution
strongest and most pure of love.
are used to fund temple functions.
Alignment: Neutral The clergy of Ishtar are
Favored Weapon: Bow and Arrow predominantly female, though a
Symbol: The Color Red (worn by all sizable amount of men are also
members somewhere visible on the members of the clergy since all acts
body. of love are seen as equal in Ishtar’s
His Clerics: The public face of his eyes.
followers have but small temples
spread though out the world. Loviatar
While most will give lip service to his Goddess of Hurt
worship, only a small sect of gay
"Maiden of Pain"
men are completely devoted to the
Loviatar, is a beautiful cold maiden,
god. This small sect acts in secret,
usually dressed in white silks. When
promoting and protecting the love
she speaks a cold wind blows. Her
between men. They wear red
main concern is the inflicting of pain.
somewhere on their person and
Her worship is centered around The
always either use a bow and arrow
City State of Iltar.
or have a representation of them on
their persons. Alignment: Chaos
Favored Weapon: Scourge
Symbol: Drop of Blood
Her Clerics: The Clergy of Loviatar
ingrained themselves under harsh
tyrannical rulers, or in the case of
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societies that enjoy great amounts of His Clerics: Worship of Orcus, like all
freedom, they worm their way into demons, is done in secret. While few,
the intellectuals and anarchist circles Orcus’s cults are very powerfully
organized.
Jormungandr
The Midgard Serpent, Demigod
Because he was partly divine, the Princes of
North Gods could not kill Elemental Good/Evil
Jormungandr upon his birth so they
Godling Princes of the
threw him into The Sunkissed Ocean
where he grew until he circled the Elemental Planes
world. His offspring are the Yuan Ti, The evil Elemental Princes have
and his followers are various several hidden cults throughout
underground snake cults the world Evermore though their spells very
over. small compared to even some
angels and devils
Alignment: Chaotic
Alignment: Lawful/ Chaotic
Favored Weapon: Snake Fang
Dagger Favored Weapon: Wavy Dagger
Symbol: Ouroboros Symbol: The four arcane elemental
symbols
His Clerics: The followers of this
demigod consists of cults spread Their Clerics: These Divine
throughout the world. They are in Elementals have opposing cults that
direct opposition to The Church of work against each other.
Sol Invictus and Bast.
Sedna
Orcus Goddess of the Sea, Mother of
Demon Prince of The Undead, the Deep, Mother of Sea
The Black Goat, Godling Monsters, Keeper of Secrets
Legend has it that Orcus was a great Sedna was a giantess. Her father
arch mage in the city of Atlantis took her out to sea and threw her
before it was taken over by the True overboard to drown because she
Atlanteans. His desire for magical would not consent to a prearranged
might so great that he bargained marriage. When Sedna tried to get
with things that were best left alone. back into the boat her father cut off
Necromancers, undead and crazed her fingers , causing her to sink into
cultists make up the bulk of his the dark depths of the sea. Her cut
worshipers. off fingers becoming the sea life and
Alignment: Chaotic Sedna became mistress of the sea.
Favored Weapon: Mace Alignment: Varies
Symbol: Black Goat Head Favored Weapon: Harpoon
Symbol: Seashell
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Her Clerics: The clerics of Sedna all
either live on or near the sea. They
act as go between for the goddess
and her followers. All who travel by
water pay homage to her and Ship
Captains will have at least one cleric
sail with them for protection from
Sedna.
66
All Souls Hospital,
67
San Francisco, California, Healing” Dennis looked up through
1984 his cloudy eyes and closed them “I
don’t understand. Like in your
Zoso walked quickly through the
games?” Dennis remember the four
Infectious Diseases ward. His time on
of them, Gene, Gwenevere, Jacob,
Earth was short and there was much
and Jeremy playing every Saturday.
to get done.
Dennis himself played a few games.
He passed a nurse with the name
His character was a Knight.
“Samantha” on her uniform and
“Yes. Like in the game. Only now it’s
gave her a look. The nurse tilted her
real. Gene made it real. Evermore is
head to Room 312.
real.”
Zoso stood in the doorway looking at
All of it was too much for Dennis to
the horrible sight. Laying in front of
take in. He started coughing. Zoso
him was his High School Lover
got closer and using his voice to
Dennis, ravaged by AIDS.
focus said: “Dennis, I need you to
Dennis seemed only half aware,
drink this. Trust me. Just open your
looking like he weighed no more
mouth.”
than 80 lbs. His face was ghost white
Dennis opened his mouth very
with Kaposi’s Sarcoma markings
slightly and Zoso poured it in. The
adorning his face.
second Dennis swallowed he felt a
“Dennis” Zoso said in a low voice. He
flood of energy overtake him and in
had to talk but felt like he was
an almost instant he was healthy
intruding. Dennis looked up; his face
and strong again with no sign he
showed confusion.
was ever sick. He looked at Zoso
“Jacob. Is that you?” his head
and around the room.
started ever so gently to twitch
He leapt out of the hospital bed and
uncontrollably.
went to the mirror. The sight of his
“It is.” Zoso said as he walked gently
blemish free face made him cry. He
across the room to the side of his
turned to Zoso and said “It’s true.
bed.
You created your world. But how?
Dennis’s hand reached up to Zoso
Before Zoso could answer, Nurse
who took it into his own. “But how?
Samantha came to the door with a
The four of you disappeared. Where
very angry face “why the fuck don’t
did you go? They looked for you for
you just use a blow horn “he said to
so long...”
Dennis. “I’ve been out here all this
“That’s not important now my friend.
time making certain no one
I’m here and I’m going to help.”
interrupted you but there is only so
Dennis started to laugh, or at least
much I can do” Though the uniform
tried to. He was so for gone, even
didn’t change, the nurse’s form
that little reaction was too much.
changed into a man’s body, but the
Zoso sat on the bed, he lay his hand
face shocked Dennis. The face
on Dennis’s neck and took out what
looked washed out with a thin layer
looked like a small bottle and held it
of skin over it. “what the fuck?
up. “Look. I got you a Potion of
Dennis belted out.
68
Zoso stood between the men and As he was putting on his shoes,
said “This is Charade, a metamorph. Dennis said “what about
My lover” Resurrection? Can you bring
“This can’t be happening” the someone back? Patrick, my Lover,
sentence escaped Dennis’s mouth died two months ago.” He looked up
just as he looked back over to the to Zoso with pleading eyes. Zoso
nurse, this time he looked like Bette came over and put both hands on
Davis in “Whatever Happen to Baby his ex’s shoulders and said “It’s
Jane”. possible, but Dennis it’s a life for a
Charade belted out “But it is life. I know how you feel but believe
Blanche! It is! And then he changed me the dead should stay dead.”
back into Nurse Samantha. There was a very short but pregnant
Zoso was pissed. His lover was being silence broken up by Charade
jealous. “Charade go back out. entering the room again as Nurse
We’ll be there in a minute.” Samantha, only to change into a
The Metamorph left. Zoso looked black middle-aged woman. “She’s
Dennis in the eye “Look, I know it’s a coming around the corner and
lot to take in, but we have to act almost saw me”.
fast. The magics I have placed here “Ok let’s go! Zoso said as he took
will be gone soon. All will be Dennis’s hand and lead him out of
explained later, but I need your help the room. The three men casually
and I need to know if I can count on walked out the door, passing the
the most handsome knight in all the real Nurse Samantha along the way.
realms.” Zoso smiled. Dennis and the nurse looked directly
Dennis was speechless but nodded at each other, but she didn’t even
yes. “Good!” Zoso said. My stays bat an eye.
here on Earth are limited for now. I “Yea about that, I had to make it so
need you here to help me out. The that all who knew you have
first two things I need you to do is forgotten you. I can’t have someone
open a bank account and buy a looking into how a man with a
Lake House in Cincinnati for me.” As terminal illness suddenly got cured. “
he was telling Dennis all this, Zoso Dennis shook his head. “It doesn’t
opened the closet and took out a matter. All my friends died in the last
plastic bag that had the clothes few months”.
Dennis came in with. He gave them “Not all Dennis. Our Saturday night
to Dennis, who took them and gaming group is still alive, just
started getting dressed. held…prisoner for the time being. But
“Jacob, do you have more…Healing we’re going to free them.”
Potions? I know so many who are Dennis looked bewildered by it all as
dying...” Zoso cut him off saying “I’m they walked out to the parking lot.
afraid not. Potions like that are hard “But how am I going to do the things
to come by even for one such as you want? Do you have the money?
myself.” “Zoso smiled at this and took out a
velvet pouch and opened it. Inside
69
were golden coins, minted with a Last Mortal Realm of the Fae
face Dennis had seen before. “Are Alfheim, also known as Faerie, or
those Atlantean coins? Like in the Elfland, is a realm that hangs in
game?? “ eternal sunset or sunrise depending
Zoso laughed saying “They certainly on the Court any particular fae
are and there are many more of belongs to.
those for you. You’re going to take The sky is lit with a low hanging light
those to a collector I know and he’s of the sun with the shadows of
going to give you a good amount darkness ever present. Alfheim has
for them. all four of the seasons depending on
They got up to the car and as they which Court is in power.
were getting in Dennis asked “You Entering Alfheim is dangerous to
said they are prisoners. Who mortals since time does not flow the
imprisoned them? Zoso’s face turned same as it does in the mortal world.
serious for just a second and said One can spend one hour in Alfheim
“Jeremy” Dennis didn’t know exactly only to find that a month has passed
what that all entailed, but he was in the mortal world, while on
not surprised to learn this. The twins, another visit spend a year in Alfheim
Gene and Jeremy, were always at but upon returning find that only a
odds minute has gone by.
The Fae make Alfheim their home
and in fact are it’s indigenous
inhabitants.
Astral Plane
The Place Between it all
The Astra Plane is the “glue” that
holds all other realms together. All
realms and planes of existence can
be reached using the Astral Plane in
real time.
The Dreaming
Abode of Dreamers Everywhere
When you dream, you go to the
Dreaming. Any realm that has
dreamers has a gateway to the
Dreaming. The one big difference
between The Dreaming and the
Astral Plane travel is that time itself
can be transverse in The Dreaming.
Alfheim
70
•While there you have all items you Elemental Planes
had on your person that day.
The Building Blocks
•Spells, equipment used etc. are
unused when you awaken. of the Physical Realms
•If you die in the Dreaming, you The elemental planes, when
awaken and are all right. combined, make up the Prime
The Dream Lands Material Plane. They are also home
The Dream Lands are located in the to many beings related to them
center of The Dreaming. Same rules including elemental barons and
apply for the Dreaming except if you those that use the hostile
die in the Dream Lands you must environment of the elemental planes
make a Lucid Dreaming roll. If you to hide in exile.
make it you are shunted to either the
Dreaming or you awaken (equal Mirror Realm
probability). If you fail the roll you The Reflective Realm Beyond
die. The Realm of Mirrors is a fast, but
dangerous way of traveling quickly.
Earth But beware. Many a mage has used
Home World of the Creator the realm as a prison for their
The vast majority of inhabitants of enemies and coming across one of
Evermore don’t have even the most these people can mean the end to
basic concept of the possibility of a a traveler as they will do anything to
Realm like Earth let along the fact get back to Evermore.
that one of its inhabitants actually
created their realm. The Creator, The The Shadow Realm
arch mage Zoso, The Queen of Light Where the Light and Darkness
and the Shadow Lord all hail from Meets
there. Even for those that know of it, The Shadows Lands exists between
Earth is mostly cut off from Evermore the Light and the Dark. Once, eons
for the simple fact of a strange ago at the beginning of time, Mages
aspect it has called The Veil of created the Sword of Shadows and
Reason. This “Veil” prevents most
magic from existing in the Earth
Realm. Theory states that at one Way Outs
time Earth was not unlike Evermore, A Place out of Time and Space
having magic. But something long A place out of time and space,
ago changed and now for centuries many strange and utterly horrifying
magic for the most part does not things come out from the Way Outs
exist. including Old Gods whose names
are best forgotten. Travel to the Way
Outs is dangerous at best. Those few
that come back from there are
71
changed with no hope of being The Seven Heavens
what they once were. The plane of ultimate Law, The Seven
Heavens ascends from the shores of
Wonderland Mt. Celestia to the utter top of the
Unlike Evermore which has a stronger mountain that reaches the celestial
connection to reality, Wonderland is Vault.
more dream than reality and as such The Celestial Vault
is a much more dangerous place to
be. Here all kinds of strange animals
Nirvana
roam including the Jabberwock and
Bandersnatch. Here one can have
his head cut off, put on a pedestal Mechanus
and watch his own body play
crochet. The Queen of Hearts rules The Nine Hells
here with an Iron Fist and she does
NOT like outsiders invading her The Abyss
realm.
Oz
The Realm Over the Rainbow
Evermore has very little contact with
Oz for various reasons until recently.
The Witch of the North, Glinda, has
sent out a magical message for help
only stating that the whole realm of
Oz was being threaten by a very
powerful outside force.
The
Planes of Alignment
After a soul leaves the Isle of the
Dead(if they leave) they go on to an
afterlife. Those who die on Evermore
go to one of three places listed
below. Do souls stay here for eternity
as is told in the great books of
religions or do they go on to
something else? It remains a mystery.
72
The arch mage started to buckle at
73
rumbled through the sky. In a flash Gene looked at Zoso and Gwen and
the statue restored to a young girl said, “A little something to take
and then the scene became along for the ride” and a small
normal. seaman’s chest appeared in his
Gwenevere started to buckle at the outstretched hand.
knees but Gene raced over, sword Zoso smirked “A little magic to bring
still in hand, and caught her and back to Earth? “
gently lay her down. “Of course! “Gene said. “We were
She looked up at Gene and called Eagle Scouts at one time after all.
his name. “Always be prepared”.
“I know you have questions, but all He walked over to Gwen and held
will be answered soon.” He kissed her her in his arms still holding the chest.
passionately and then helped her up He looked at Zoso and said “And
to her feet. Zoso rushed over and you my friend, will you be coming
hugged her as the three started with us?
crying from the ordeal they had Zoso shook his head no and went
been though. over to Charde and put his arm
“How long? “ Gwenevere looked around him. “No. There are still a few
over to Zoso. things I must do here. But I promise
Zoso tried to turn his head away from you that we will be joining you soon.
her as he try to answer. He couldn’t When you get back go to the Lake
look her in the face “Forty three House we stayed at the summer
years”. before all this. Dennis will be waiting
Gwenevere started to get hysterical. for you “
“My Mother?? “ Gene thought about what was just
“Don’t worry Gwen” Gene tried said for a moment and said, “We’ll
calming her. “We’re going to see her be there!
again very soon. And it will be only a Gene looked around taking the
day later. I promise you. We’ll travel surroundings in.
the Dream Lands and reach back to “Yes. This is not an ending, but a very
the time we left. But first something happy beginning. Evermore is no
that must be done.” longer tethered to me. Now it’s
He took the sword and with a destiny is its own. Time will begin
magical force, drove it halfway flowing normally, ancient civilizations
through the great stone of the dais. will get even older and decay. These
Zoso rolled his eyes and said “The will most certainly be the Last Days of
Sword in the stone? Really?” Atlantis.”
Gene shrugged and said, “ It Gene waved toward a spot behind
seemed appropriate.” He went up him, enacting a Phantasm, opening
to the sword and looked at it and a portal to the Dreaming . He and
said “you’re going to sit there for a Gwen looked at their friend for one
very, very long time and suffer yet last time. Gene was taken aback by
even more for all you’ve done. the thought of how much time had
gone by, and yet they all looked like
74
the teenagers they were when they
first went through the portal.
Gene said to Zoso “See you soon old
friend” and the two of them stepped
through, the portal closing behind
them.
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