“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.” Friedrich Nietzsche
1
A�L�NS: �h� �e�o�d A�e ELYSIUM 34 C�n�e�t� What Is Tis Book? Adversaries Attributes Skill Ratings For Creatures Ability Levels During Combat
4 5 5 5 5
ALBA AND IBER
6
Albish Ogre Bánánach Boggart Caorthannach Carraig Fuileachdach Te Dullahan Fearbeag Phouka Sluagh apper Wickerman
NOSTOS A NOSTOS Ash Wraith Wraith Bas’lok Blydvine Brass Horror Fomorian Huldufolk Mythsiger Te Uln
TLANTIS A TLANTIS Apata Ori Bronze Sentinels Crypt Keepers Diomekses Griffon Juggernauts Keenings Loving Dead Skull Spiders Southern Mountain Sloth ishtrya roll, Hill Ubuze
7 8 9 9 10 11 12 12 13 14 15
16 17 17 18 19 20 21 22 23
24 25 26 27 27 28 28 29 29 30 31 31 32 33
Elang Laut Ngendi Ngurai Pua u ahi iki oniwha inirau ipua Uhinipili
ERIA Binesi Bishagishkah Jeebay Manidoon Mikinahk Naaldlooshi Uhkten War W ar Bison Wihmbahg Windigo Worm W orm Wood Wood Conquering Conqueri ng Worms
EUROPA
35 36 37 37 38 38 39 39
40 41 42 43 44 45 46 47 48 48 49 50 51
52
Adoniat 53 Alkonost 54 Black Hound 54 Boar Rat 55 Boddenman 55 Croidubh Te Deathless, Nightmare Lord 56 Isari 57 Lavalu 57 Longana 58 Skell 58 War W ar Pigs 59 Witchlight 59
GONDWANA Anteater, Giant Anteater, Basilisk Bennu Birds Dan Ida Hwedo Egun Gun Eloko Golems Gorgosian Hag Grootslang Impundulu Inkanyamba Kishi Kongamato Ninki Nanka Rompo Sasabonsam Silver Ants ermite ermites, s, Giant ikoloshe Umdhlebi Winged White Ape
HESPERIA Chimera Cyclopes Hydra Lamia Nymph Satyr Stymphalian
J AMBU Berbalang Diwata Garuda Gyalpo Ky’Lin Rakshasa Ro Lang ampan Yakaa Yak
LEMURIA Antaboga Barong Hekili’kane JENGLO KUNILANAK Leyak Lintah Pesugihan elaga Bersembu Bersembunyi nyi
2
60 61 61 62 62 63 64 65 66 67 68 68 69 69 70 70 71 71 72 72 73 73
74 75 76 76 77 77 78 79
80 81 82 83 84 85 87 88 89 89
90 91 92 92 93 93 94 94 95 95
T�e�a�r�p�i�a
MU
96 DEMONS
Bunyip Julana Muldjewangk Nakahi Ngahrara imo Papinjuwari Papinjuw ari Tardid Peraka-I iddalik Wambeen W ambeen
97 98 99 100 101 101 102 103 103
NORTH SEA
104
Bjerigber Bysar Draug Draug Crab Giants Grindahls Haldja Huldra Lindorm Nakki Old Mother Raven Wolves Sfuath Sjarv roll, Cave
105 105 106 107 108 109 110 110 111 111 112 113 113 114 115
OCEANS AND SEAS116 Eronka’Iseju Itilosi Itsasoko Suge
AMOANCHAN HAN T AMOANC Bakotahl Cohuatl Coxua Encerrados Hueetzilin Moo-Ahn Nak’aqs Piranu Urubutsin Xolotl Yurupari Yurup ari
117 118 119
OF
B A AL COMMON FOES 144 Foes 145 128 Common Quick Adversaries 145 ’
The Great Corrupter 129 Demon Abilities 130 Te Sons Of Ba’al 130 wisted ongues ongues And Soul Sou l Names 130 Possession 130 Soul Hunger 131 Sample demon 132 Ba’al Shathar A.K.A. Baaluku Te Black 132 Demon Boar 133 Possessed Posses sed Plague Victim 133
OPHIDIANS
OF
The Serpent Lords Te Ahl-At-Rab Te Makara Te Naga The Great Dragons Echidna Piasa Mogot'Rai, Lurker In Shadows Nihoddgr
MU 134 135 135 136 137 140 140 141 142 143
Mooks Henchman Bodyguard Animated Skeleton Eaters Of Te Dead Elementals Elemental Special AbilitiesMummified Corpse Wyvern Wyv ern
145 145 145 146 146 147 147 153 153
DVERSARY CREATION A DVERSARY 154 Step One Basic Adversaries Step Two Scale Step Three Attack Form Form And Protection Step Four Abilities Weakness W eakness Example Monster Creation Threat Level Explained Mundane Animals Threat Level Average by Area Adversary Wo Worksheet rksheet
154 154 155 155 155 155 156 156 160 161 162 164 166 167
120 121 121 122 122 123 123 124 124 125 126 127
3
A�L�NS: �h� �e�o�d A�e ELCOME TO ATLANTIS: THERAGRAPHICA . W ELCOME Tis is a supplement for the ALANIS: ALANIS: Te Second Age role-playing game. Tank you for taking the time to have a look!
What Wha t Is This Book? Book? Tis book details all the monsters, adversaries, and opponents a hero in A ALANIS LANIS might face during his adventures. Do I Need Any Other Books o Use Tis Book? Tis book is not a stand-alone product! You’ll You’ll need the ALANIS: Te Second Age core book, a few friends, some dice and a lot of imagination. How Do I Use Tis Book? Te ALANIS: Teragraphica is a reference book made primarily f or the Game Master (GM) of the game to use when deciding what creature, to oppose the players and their heroes with. Te book also contains rules to help the GM create new and exciting opponents for the players. Te existing creatures in the book are designed to promote the themes of the ALANIS: Te Second Age by focusing on monsters with a bit more cultural flavor. Te creatures on the following pages are not geared for generic play but are tailored to the lands from which they come. Can I Use Te Creatures In Te Book In Other Existing Role-Playing Games? “Do what thou wilt shall be the whole of the Law”. With a little work you can cram these creatures into any fantasy game. I’m personally biased and suggest using the ALANIS: A LANIS: Te Second Age RPG but who am I to judge? Tank you and enjoy the book!
4
T�e�a�r�p�i�a A�v�r�a�i�s Te Antediluvian world is filled with harrowing entities, the enemies of all mortals. Tey wait in the shadows, plotting. Tey rule the unexplored reaches. o o them, all are prey. Other beings, less extraordinary, but just as sinister, lurk on every city street, in backwater villages, and even in the temples. A Hero must be forever on guard while adventuring in the known world. Te NPC creatures, criminals, and challenges that follow are formatted in such a way as to give only their pertinent skills and abilities; it is not intended to be a comprehensive list of every skill and advantage each NPC may have. Game Masters are encouraged to create other abilities and skills, to customize them, and tailor them for their NPCs, to make the game a unique experience.
Attributes A ttributes Adversaries aren’t aren’t built like players characters. Tis is done for f or speed and simplicity. Te stat block for an Adversary is abbreviated, and in some cases changed completely. Te Attributes listed are for the most common type of Adversary encountered and should be modified for more or less powerful opponents. Some Attributes are unique to Adversaries and are listed below: Ability Level (AL): Te Ability Level of the Adversary. Hit Points (HP): Te amount of damage the Adversary can take before it’s dead. Hero Points (HrP): Te number of Hero Points the Adversary possesses. Te number of Hero Points an Adversary can use is restricted by the amount of Renown it has, just like a player character. Scale (Scl): Te Scale and Size of the Adversary Adversary.. Renown (Ren): Te (Ren): Te amount of Renown the Adversary has. Treat Level (L): Te Treat Level of the Adversary; used to make more or less potent opponents.
Skill Ratings For Crea Cre atures In Atlantis, creatures use a simplified system for determining the extent of their abilities. In place of the assortment of skills that PCs and NPCs possess, creatures are rated according to the overall Ability Level, which is used as a modifier for almost every situation. Additionally Additionally,, Constitution Ratings have already been added to Hit Point totals, and Strength Strength Ratings have been factored into Damage Ratings. Creatures do not have Combat Ratings or Magic Ratings, since all fighting or magic abilities are based on Ability Level.
Ability Abilit y Levels During During Comba Combat t In combat, the Ability Level of the creature/Adversary is broken down to help manage its effectiveness. Some creatures are very effective but easy to hit while some beast are very nimble but not very good at offensive actions. o o represent this, Ability Level is broken into two Attributes for each Adversary. Attack Level (Atk) - used used to perform attacks during combat Defense Level (Def) - used as the DoD when being attacked. o determine the Ability Levels for both Atk and Def, the GM uses the Ability Level for one of the abilities and half of the Ability Level for the other. Tis will give the Adversary either a high Attack Level or a high Defense Level, but not both. When the creature is chosen the GM decides which score is which and it stays fixed. Example: a Dire Lion with an Ability Level of 16 can have an Atk 16 and a Def 8 or an Atk 8 and a Def 16. Te Expert ability can be purchased to increase either Ability Level.
Do I need all the creatures’ Attributes? No. The Attributes are there just to be thorough for a “just in case” moment. You only really need to know the Ability Level, damage, armor and special abilities of a creature. Most of the time, the actual Attributes won’t be used, but in some cases it’s good to know what the creature’s PER is, or exactly how strong a creature is. The short of it is, it’s there if you need it.
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A�L�NS: �h� �e�o�d A�e
ALBA and IBER
T
he Sluagh are more than mere soulscavengers; they are the personification of spirits so evil, their sins so dark, that no afterlife would have them.. They are doomed to drift through the skies for all eternity, eating nothing but the suffering and pain of others. One sluagh king grew weary of this diet of tears, and instead chose to feast on the joy of the living. His host roamed the land, seeking sounds of merryment. When they found unprotected revellers, the host descended upon them and carried them into the sky, danced a mad dance, then hurled them back to the earth; to their deaths. This is why the people of Iber and Alba refuse to make merry outside after dark.
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T�e�a�r�p�i�a
7
A�L�NS: �h� �e�o�d A�e
8
T�e�a�r�p�i�a Boggart Boggarts are powerful hair-covered humanoids, with yellow eyes the size of saucers, long pointed ears, and arms that hang down to just above their ankles. Boggarts are typically violent and territorial, staking claim to a small area surrounding their lair. Boggarts are most common in Alba but can be found throughout Europa, where they are known by other names like Bogeyman and Satyr.. Boggarts demand tribute from those crossing their territory and react with extreme violence Satyr if not satisfied. Te creatures have been known to protect mortals living in their domain, regarding them as favored pets. IN
PER
WIL
CHA
SR
DEX
CON
+0
+1
+3
+0
+5
+5
+5
SPD
HP
HrP
Scl
Ren
L
AL
+1
75
20
0
78
3
16
Attack / Damage
Claws and eeth DR 4 + SR
Abilities
Camouflage, Grappling, Rending, Sundering
Armor
Heavy Hide PR 4
Weakness W eakness
Allergy (Honey)
Suggested Extra Abilities Howl, Poison, unneling, Wall Crawling
Caorthannach Caorthannach are humanoid creatures born of poison and flame. Tey are dark-skinned, heavily muscled monsters that appear as a mix between a man and a hairless hound. Caorthannach move about on all fours and can easily run down a man on horseback. Te creatures dwell on Iber where they poison wells, burn down villages, and cause mayhem wherever they go. Heroes regularly hunt Caorthannach, with more than a few dying horribly in the attempt. No matter how many are killed more keep appearing, however; the origin of the beasts is a mystery to all. IN
PER
WIL
CHA
SR
DEX
CON
-2
+2
+1
+0
+8
+4
+5
SPD
HP
HrP
Scl
Ren
L
AL
+2
75
20
0
60
3
18
Attack / Damage
Nails DR 2 + SR
Abilities
Poison (Bite), Ranged Attack (Fire Breath), Spit Venom, Swift
Armor
Tick Skin PR 2
Weakness W eakness
Allergy (Salt Water) Water)
Suggested Extra Abilities Armored Hide, Regeneration, Regeneration, Sunder
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A�L�NS: �h� �e�o�d A�e
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A�L�NS: �h� �e�o�d A�e Tapper appers (or Nomen as they are called in Europa) are spirits of stone who merge so completely with their chosen element that there is no way of telling where a apper apper ends and the rock begins. appers dwell in the deep places of the Earth and rarely venture forth from their mines. Tese creatures are fond of mortals, sometimes warning them of rockfalls or cave ins by tapping the stone, hence their name. A few appers are not so happy with “skydwellers” and go out of their way to hurt them. A mine haunted by a violent apper apper is a dangerous thing indeed. IN
PER
WIL
CHA
SR
DEX
CON
+1
+3
+1
+2
+0
+0
+3
SPD
HP
HrP
Scl
Ren
L
AL
+0
24
10
0
45
1
8
Attack / Damage
Rocky Shards DR 4 + SR
Abilities
Camouflage, Shapeshift (Stone shapes only), unneling, Wall Crawling
Armor
Stoney Hide DR 8
Weakness W eakness
Allergy (Honey)
Suggested Extra Abilities Armored Hide, Speak Speak Like a Man, Spell Ability (Witchcraft), (Witchcraft), ough ough
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T�e�a�r�p�i�a
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A�L�NS: �h� �e�o�d A�e
Anostos
T
hen they parted, each from the other, and Cokuhlayn went forth to look on the great sea. There he beheld a great assembly, weeping and lamenting. So the hero came to the place and asked them of their sorrow. They answered, “A tribute to the Formorians! The most beautiful children of our land!” Sorrow filled Cokuhlayn’s heart as he spoke a while with them. A ship appeared, bobbing on the sea’s furious waves.When the folk saw the ship, they all fled (save for Cokuhlayn and the children, tied to stakes in the shore). From the ship came a huge, dark and brutish warrior, laughing roughly. The big man came ashore towards them and stretched forth his long, sinewy, hideous arm to seize Cokuhlayn. Straightaway Cokuhlayn raised his right hand, bared his sword, and gave the warrior a blow, striking off his hand at the wrist.
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Atlantis A
scholar traveled the world cataloging all the wondrous and terrifying beast of the world. After 49 years his travels finally brought him to the golden land of Atlantis where he met a lowly herder of goats. “Why are you here, what do you hope to find in my land of wonder?” asked the herder. “I have traveled two score and nine years and cataloged every beast that crawls, flies, swims, and walks. I search for the creature that cast the longest shadow and whose name burns the ears with terror any who hear it. I seek the things that all men fear.” explained the scholar. The herder nodded in thought for a somber moment and a smile crept across his face. With arms outstretch and head held high he exclaimed “Your search is at an end! en d! You You have found foun d the beast that all else fears, its name is Atlantean! No beast that crawls, flies, swims, or walks is as terrifying as the lowest of my land. No beast cast a longer shadow, and no name ever uttered burns like the name Atlantean. Now away from here and tell the world the terrible truth you have found!”
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Elysium
T
here the demon bird separated the unfortunate couple. The woman was given to King Puna, to be his bride. He tormented her, but kept her alive so that she might continue to serve food. The man, however, received an untimely and ignominious death. A demon bird bit off his head, and swallowed it whole, and his body was cast into the sea to be devoured by the gods who dwell there, the chief of whom was the great Pua-tu-tahi, who stands mid-ocean to entrap his prey.
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Eria
W
hen finally
Waynaboozhoo reached Waynaboozhoo the home of the Binesi, he asked, “Please, share the warmth of your home. I am cold and lost. I will only stay a little while, for I must be on my way.” The Binesi agreed, and allowed Waynaboozhoo to enter their home. Inside, he waited until the Binesi looked away away.. Then, Waynaboozhoo Wa ynaboozhoo quickly rolled in the fire and took off running towards his home with the fire on his back! Many Binesi flew behind Way Waynaboozhoo, naboozhoo, throwing lightning at him. He grew tired and cried for someone to help him: “Help! Help me!”. Then, Omaai Mitig, the spirit of the birch tree spoke to him. “Come, hide beside me brother. I will protect you.” Waynaboozhoo Wa ynaboozhoo hid beneath the tree while the Binesi thundered the skies and flung down lightning. The bolts missed Waynaboozhoo every time, but they hit Omaai Mitig. Dark burn marks scarred the white skin of the spirit, and that is why the birch tree now has burn marks on its bark.
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Europa A
wealthy goldsmith from Minoa befriended an Alkonost he called Eris. Each day, the goldsmith would give Eris a piece of jewellery and in return she would carry him into the air, so he could experience the wonder of flight. For two decades he brought her baubles and she bore him aloft. The goldsmith boasted to his friends of his tame Alkonost. Years passed, the goldsmith grew old, and his fortune dwindled. Finally Eris came to him and he had no jewels with which to pay her. Upon hearing this Eris smiled and said, “You have paid me well for two decades. This time I shall carry you for naught.” But when the goldsmith clambered on her back, she flew high and dropped him to the stones below, where his back snapped like a twig. Crippled and unable to move, the goldsmith cried out to Eris: “Why have you done this to me, who only ever brought you riches?” The Alkonost’s full lips curled into a cruel smile. “The best feast,” she said, “is one long-anticipated.” Then she tore out his intestines and devoured them in front of his eyes.
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T�e�a�r�p�i�a War Pigs War Pigs are large boar mounts residing in the Black Forrest War of Europa. Bred by the Erl King’s minions to carry his Nethermen cavalry, the pigs have become synonymous with the dread forest and the denizens within. Te pigs are huge, grey and bristly, with gnarled tusks protruding from diseased gums. Te term “Pig Riders” is used all over the continent and means either raider or Black Forest Nethermen. IN
PER
WIL
CHA
SR
DEX
CON
-3
+0
-1
-2
+5
+0
+4
SPD
HP
HrP
Scl
Ren
L
AL
+3
23
5
+1
98
0
1-5
Attack Damage
/
usk DR 4 + SR (9)
Abilities
Dire, Rending, errain Immunity (Forest), rample
Armor
Bristly Hide PR 4
Weakness W eakness
Fear (Fire)
Special Abilities Dire, Speak like a Man, ough
Witchlight Witchli ght Witchlights are lost souls that died in bad weather or storms while on the way from a dark deed. In life Witchlights were murderers and they have kept this instinct in death. Tese spirits are wrathful and use lights to lead others astray astray.. Witchlights can intensify poor weather conditions, turning a summer rainstorm into a hellish hurricane. Te corporeal bodies of Witchlights were never found; locating its body and giving it a proper burial puts a Witchlight to rest. Tese spirits rarely speak; those that do are among the most malicious and dangerous. IN PER WIL CHA SR DEX CON +2 +3 +5 +2 +0 +0 +3 SPD HP H rP Scl Ren L AL +5 55 20 0 60 3 16 Attack / None Damage Camouflage, Damaging Aura (Windstorm), Intangibility (Cannot urn Off), Flight, Undead. Special Abilities Abilities Control Weather (5 km radius; intensify poor weather conditions) Armor None See Description (Burying a Witchlight’s Weakness W eakness corporeal body puts it to rest) Suggested Extra Abilities Howl, Miasma, Speak Like a Man
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A�L�NS: �h� �e�o�d A�e
Gondwana
T
here wa s once a young woman from Dabba who loved her husband dearly, but he was unfaithful and crept off every evening to be with other women. The wife begged a Gorgosian Hag to curse her husband’s manhood so that it would never stir for another woman. The hag agreed, and in exchange the wife gave the hag a wondrous jewel her father had given as part of her dowry. Days passed and the young woman grew angry; her husband was still sneaking off to be with other women. The wife confronted the hag in her cave, only to find the withered witch in bed with her husband! The hag laughed as the shock on the young woman’s face and said, “I promise you, Child, he will never stir for another woman.”
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Hesperia
A
pair of concentric circles, represent the great Cyclopes, meant to symbolize both their single orb-like eye as well as the sun itself. Sages say the sun, Helios, the source of all primordial flame, fuels the Cyclopes’ forges, which they use to create secret wonders. Like the sun, however, they are very proud. A young warrior once tricked one of the Cyclopes, and in so doing earned the ire of that entire reclusive people. They caught him in a cunningly crafted trap and spent a decade destroying him so utterly that not even his name survived. Now, he is known only as ‘Nobody ‘No body.’ .’
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T�e�a�r�p�i�a Stymphalian Stymphalians are bronze birds the size of eagles with metallic feathers and beaks. Te birds are highly aggressive, travelling in flocks of up to thirty and terrorize any region they choose to call home. Te birds can launch their bronze feathers at opponents, sending showers of knife-like plumage to shred enemies. According to legend, the Stymphalians were created by Ogou as scouts and skirmishers for some vast army. army. While the army has long perished, these creatures still remain. IN
PER
WIL
CHA
SR
DEX
CON
+0
+1
+0
+0
+2
+0
+0
SPD
HP
HrP
Scl
Ren
L
AL
+2
5
5
-1
39
0
0
Attack Damage
/
Razor Sharp Beak and Feathers DR 4 + SR
Abilities
Flight, Pack Animal, Ranged Attack (Bronze Feathers)
Armor
DR 8
Weakness W eakness
Ward W ard (Children’ (Children’s Rattle)
Suggested Extra Abilities Armor Piercing, Expert, Swift Swift
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A�L�NS: �h� �e�o�d A�e
Jambu
A
t long last, the garuda landed in front of the waiting Ophidians. Placing the elixir of life stolen from the gods before them, the garuda freed its mother, Vinata, the first of all birds, from her servitude. The Garuda cautioned the serpents against the strength of the elixir and urged them to perform an obeisance to the gods before drinking it. The Ophidians did so, but while they called to the dark god Set, Olódùmarè swept in and reclaimed the elixir.. When the Ophidians elixir returned, they saw the elixir (and the garuda) gone; but they sensed small droplets of it in the grass. They drank the remnants of the gods’ own elixir of life, and so gained a sort of immortality,, but they also immortality split their tongues in two. That was how the garuda bird earned the enmity of all serpents and the trust of the gods.
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T�e�a�r�p�i�a Berbalang Berbalangs are vicious creatures resembling great cats that stalk the jungles of Jambu and beyond looking for carrion. Tough they are not averse to killing their own prey, they are relatively lazy and prefer to chase off other predators in order to make a quick meal before retreating back in to the darkness. Most Berbalang have hollows under dead trees where they sleep away the daylight hours, but some have been found in ruins or caves. Some Berbalang are known to shed their skin to temporarily appear as one of the root races, and such a creature should never be believed for lies are its weapon of choice. When so transformed, the Berbalang’s eyes will always resemble those of a cat with slitted pupils and bright green in color color.. IN
PER
WIL
CHA
SR
DEX
CON
-4
+1
+0
-2
+5
+2
+4
SPD
HP
HrP
Scl
Ren
L
AL
+3
27
10
0
39
1
6-10
Attack / Damage
Claw DR 4 + SR (9), Bite DR 2 + SR (7) or by weapon
Abilities
Enhanced Perception Perception (Glowing eyes see well in the dark), Speak Like a Man, Swift
Armor
Shadowy Pelt PR 2
Weakness W eakness
Ward W ard (Fresh (Fresh Lime Juice)
Suggested Extra Abilities Armor Piercing, Aura Aura of Fear, Fear, Dire, Intangibility, Intangibility, Shapechange
8�
A�L�NS: �h� �e�o�d A�e
8�
T�e�a�r�p�i�a
8�
A�L�NS: �h� �e�o�d A�e
8�
T�e�a�r�p�i�a
8�
A�L�NS: �h� �e�o�d A�e
8�
T�e�a�r�p�i�a
8�
A�L�NS: �h� �e�o�d A�e
8�
T�e�a�r�p�i�a
8�
A�L�NS: �h� �e�o�d A�e
Lemuria
A
n Atlantean trader visiting Sahel became charmed by the Jenglot he saw starving outside his window. The trader fed the creature and set it on its way. The next day, five Jenglot appeared on his balcony and he fed them too, before sending them off. The next day, a hundred Jenglot ransacked the trader’s lodgings, devouring everything inside, including the trader’s brother. A passing Lemurian magician called down fire upon the house, destroying the Jenglots in the inferno. When the trader asked the Lemurian why the Jenglot had attacked him the Lemurian replied, “You gave without thinking, instead of showing them kindness, you showed them that you were an excellent source of food.”
9�
T�e�a�r�p�i�a
9�
A�L�NS: �h� �e�o�d A�e
9�
T�e�a�r�p�i�a
9�
A�L�NS: �h� �e�o�d A�e
9�
T�e�a�r�p�i�a
9�
A�L�NS: �h� �e�o�d A�e
MU
T
he White Blossom cult believed that every creature upon the planet was once part of a glorious unity,, and that by unity living in peace with each other they might return to a single, blissful existence. The cult embraced dangerous creatures and violent savages in the hope of bringing them into the “glorious unity”. After facing much derision from other Atlanteans, the cult pledged to travel en-masse to Mu to embrace the Ophidians living there and induct them into the unity. To this day the Ophidians speak fondly of the “feast of white blossoms”.
9�
T�e�a�r�p�i�a
9�
A�L�NS: �h� �e�o�d A�e
9�
T�e�a�r�p�i�a
9�
A�L�NS: �h� �e�o�d A�e
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
North Sea T
he queen had consulted a soothsayer who had assured her she would be granted two handsome sons, provided that she ate two fresh onions as soon as she returned to the palace. Although this seemed bizarre, the queen had been so aroused by the chance that she rushed away away,, missing the last of the Jinni’s words. So excited was she by the promise of the onions that she ate the first one without even stopping to peel the skin from it. Not surprisingly,, it tasted surprisingly disgusting, so in spite of her enthusiasm, she carefully took the time to peel the second one, stripping away every layer of skin before eating it. Outside the royal bedchamber,, the courtiers bedchamber eagerly awaited the announcement of the birth. Suddenly, an ear-splitting scream echoed within the chamber, but it was not the lusty cry of a newborn prince. Instead, it was a shriek of horror. The queen’s first child was male, but was not human. She had given birth to a horror, a lindorm, hideous and segmented. The queen seized it in her hands and flung it through the tower window. Weakened from her trials, she sank back upon the bed and gave birth again, this time to a perfectly healthy young boy,, with golden hair and boy sparkling eyes.
1�4
T�e�a�r�p�i�a
1�5
A�L�NS: �h� �e�o�d A�e
1�6
T�e�a�r�p�i�a
1�7
A�L�NS: �h� �e�o�d A�e
1�8
T�e�a�r�p�i�a
1�9 1� 9
A�L�NS: �h� �e�o�d A�e
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
1�4
T�e�a�r�p�i�a
1�5
A�L�NS: �h� �e�o�d A�e
Oceans and Seas
T
he sea herself is powerful and alive. She is a mystery myster y, passionate and kind and savage, giving life and taking it. Like the ebb and flow of the waves on the shore, she is all things in time. Best to give her what she asks, and so remain among the living; for she takes her toll from every ship that crosses her eternal skin.
1�6
T�e�a�r�p�i�a
1�7
A�L�NS: �h� �e�o�d A�e
1�8
T�e�a�r�p�i�a
1�9
A�L�NS: �h� �e�o�d A�e
Tamoanchan
H
ueetzilo was born direct from the breast of his mother, Coatlikay, and defended her in her time of tribulation. His arrows blanketed the sky like birds and his spear darted in and out. He slew the great beast Coyolchyaky and cast its severed body into the rivers where its darkness would be carried to the sea. Hueetzilo basked in the sun, confident in his abilities, and upon his death, his people covered his body in a thousandthousand feathers. The sun, looking down, heard the lamentations of the people and returned Hueetzilo to them in the form of a flock of birds. Each of the hueetzilin bear the same brave heart of the hero, as well as his skills.
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
1�4
T�e�a�r�p�i�a
1�5
A�L�NS: �h� �e�o�d A�e
1�6
T�e�a�r�p�i�a
1�7
Demons of Ba ’ a l
1�8
T�e G�e�t C�r�u�t�r Ba’al is a corruptor. Unlike Set, Ba’al is impotent and cannot create. Primal and base, he embodies lust, greed, anger, fear, and gluttony. A maelstrom of primal power and nihilism, at one time he was seen as the great storm of change; but, overcome by jealousy and wrath, he has lost his way,, becoming chaos and destruction for its own sake. way sake. Unable to create, Ba’al can only reshape what already exists. Because of that, his ‘creations’ after Set birthed the Ophidians were twisted and misshapen Jinn that have since coalesced into the twisted and demonic entities that now live in the Brass City. Tere are a finite number of demons and there will never be any more. When Ba’al Ba’al shaped demons, he did so using a third of the existing Jinn population. population. Like the Jinn, Jinn, demons are are immortal and can can only die from some sort of unnatural unnatural death. In other circumstances, their corrupted essences are drawn back to the Brass City and it can be decades before they can claw their way back into the world. Unlike the chaotic Jinn, demons are neither mercurial nor creative. Tey are very direct in their approach and often unwavering in their pursuit of goals. Tis does not mean that they are brutish or dumb, just that they are not Machiavellian in their thinking. Tey sometimes align themselves with clever individuals in order to get what they want because they lack the patience to deal with complex schemes and plans. Tere are not myriad kinds and types of demons. Unlike Elementals and spirits, there are not varieties and subspecies, but rather one breed. Still, the ever-changing nature of the Jinn still exists within each and every demon. Forbidden from taking humanoid form by the essence of Ba’al, the ‘natural’ form of among demons differs, each appearing as a wild and undulating mass of flesh, smoke, and fire. Gibbering mouths, chattering teeth, half-formed eyes, wagging tongues, jagged shards of bone, and rippling tentacles of muscle make up the bodies of the demons. If they do possess the ability to change their shape, they may adapt to what others find to be more pleasing shapes, but they revert back to their natural forms at the touch of brass. One thing all demons have in common is that they are malicious and hate all non-demonic life. Most demons feel disdain, rather than outright hatred, for the Jinn, whom they consider primitive and inferior cousins. Demons share the language of the Jinn and communicate freely with their distant cousins. All demons have secret names, but all begin with the name of their god and master, Ba’al. Some renowned demon names are Ba’al Zebub, Ba’al Shamin and Ba’al Hadad. Tough everyone knows these names, and they are indicative of the demons’ nature, it’s it’s not enough to tether their souls. No demon will ever reveal its name and most simply go by the name Ba’al to convolute and confuse matters. No two demons are ever identical, but all share some common traits and abilities. Because of the destructive nature of demons, sometimes the name gets applied to fierce creatures and monsters by the provincial and uneducated. For example, the Makara are sometimes called ‘sea-demons’ even though they are natural beings. All demons share a few common traits and abilities listed below. below. IN
PER
WIL
CHA
SR
DEX
CON
+0
+0
+5
+0
+5
+0
+5
SPD
HP
HrP
Scl
Ren
L
AL
+0
45
15
0
60
2
11-15
Attack / Damage
Black, Gnarled Nails DR 2 + SR (7)
Abilities
Aura of Fear, Fear, Damaging Aura, Flight, Rending Rending
Armor
Hide-like Leather PR 2
Weakness W eakness
Achilles Heel (rue (rue Name), Allergy (Brass)
Suggested Extra Abilities Any the GM Feels is Appropriate Appropriate
1�9 1� 9
A�L�NS: �h� �e�o�d A�e
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
Ophidians of Mu
1�4
T�e�a�r�p�i�a
1�5
A�L�NS: �h� �e�o�d A�e
1�6
T�e�a�r�p�i�a The Naga Te Naga are the fearsome rulers of the Ophidians. Tey possess virulent poison, great prowess, an excess of strength, and are ever bent on persecuting all other creatures and bending them to their will. Fortunately for the world, there are few left and fewer born each year. All of them are vain and prideful, usually accompanied by servants and only carry equipment and gear of the highest quality, decorated with precious metals and gems. Each of them is born with the ability to control Vril to some degree, and almost all of them display a hunger and desire to master magic. Tough the use of such inevitably winds up twisting them in some way way,, they feel closest to their dark patron, Set, when they are able to delve into the dreams of such elder things and pervert them to their own will. Naga resemble giant serpents with the humanoid torsos and arms, but with a snake-like head. Some among them even bear the hooded features of a cobra; such individuals are seen as touched by Set and honored even amongst the Naga. As they age, they continue to grow, grow, becoming larger the longer they live. Some even believe that the dragons of lore and legend are ancient Naga from the first ages of the Earth; the Naga do not dispute such stories and even encourage them. As time and magic and Vril warp and twist the bodies of the Naga, their minds seldom remain intact. Many of them become paranoid, especially of other Naga, and seek to surround themselves with something, anything, that will possibly keep the ravages of the world away even for a time. Some turn to huge broods of their own children, bands of Ahl-At-Rab or Makara or mercenaries, a lair full of fiendish traps, seclusion, or even ruling a nation from the shadows. Invariably, such schemes come to naught. Scions or mercenaries fall to fighting amongst themselves or are turned by outside forces, lairs are pierced and raided by those seeking wealth and power, solitude is broken by obsequious and silver-tongued sycophants, and even nations fall to war, pestilence, or famine. Te Naga view the rise of the lesser root races as tests from Set, each meant to emphasize a hurdle to overcome in order to rule the world. Te Lemurians are meant to teach young Naga to be strong both in body and mind, the Atlanteans show that master of vril and magic can lead to rulership. Naga are divided on the lesson of the humans, but feel that it too is an egg that they shall crack and devour in time. After all, like the undying Jinn, the Naga feel that they have nothing but time.
Naga Noble Every Naga born is raised to believe that they are the queens and kings of the world. Tey are indoctrinated into the worship of Set, and work to spread his dark will by setting themselves above others. Vain Vain and prideful, they see the loss of their world-spanning empires as a minor setback that they will one day overcome. IN +1 SPD +2
PER +2 HP 21
Attack / Damage Abilities
WIL C HA SR DEX CON +1 +0 +0 +2 +2 HrP Scl Ren L AL 10 0 54 1 6-10 Nails and eeth DR 2 + SR, Whip-like ail DR 4 + SR or by weapon Enhanced Perception (Smell), Poison (SR 5), Speak Like a Man, Spell Ability, Wall Crawling Scaly Hide PR 2 and By Armor Worn Achilles Heel (Cold Attacks, Attacks, Weather) Weather)
New Ability: Chosen by Set Tose creatures and beings chosen by Set to serve his will in the world have access to the Minor Dominion powers from one of Set’s Dominions: Death, Earth, Magic, or Moon. Tese creatures are not priests and do not have access to the Major Dominion powers.
Armor Weakness W eakness Suggested Extra Abilities Beguile, Camouflage, Dire, Expert, Spit Venom, Venom, Shapechange
1�7
A�L�NS: �h� �e�o�d A�e
1�8
T�e�a�r�p�i�a
1�9
A�L�NS: �h� �e�o�d A�e
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
Common Foes
1�4
T�e�a�r�p�i�a
1�5
A�L�NS: �h� �e�o�d A�e
1�6
T�e�a�r�p�i�a Elementals Elementals, also known as the Atman, were created by Olódùmarè to help codify and express ideas of what things are through simile and metaphor. Upon the broad shoulders of these primal elements the Demiurge built the known world. By combining these elements in different amounts he created all living creatures. “A bird is like the wind” and a small bit of its elemental Atman was wind. “A snake is like a piece of the earth covered in void” “A fish is a moving stone in water” and the elements of water and earth were combined to make a fish. Many of these building blocks were left unaltered and coalesced into what they are known as today: the Elementals. Te Elemental Lords were created to lord over the others and to keep order when Olódùmarè was focused on other things. things. Te Elemental Lords are: Ruwa Bhūmi: Lord Bhūmi: Lord of the Earth, and all that crawls and slithers on it. Yansan Y ansan Pavan: Pavan: Empress of the Air and all that flies in it. Jala Uthlanga: Uthlanga: Mistress Mistress of the Waters and all that swims in it. Qamata Iosis: Sovereign of Fire and all things burning. Te last two Elemental Lords are the most mercurial and difficult to approach. Some say the two are not Lords at all but ideas that fell from the ears of Olódùmarè and insinuated themselves into order of the universe. Akash Vishuddhi: Te Golden Lord of Empyrean Aloakasa Ajña: Te Empress of the Void, Holder of Secrets Te Elementals are as varied as the ideas that express them, but for simplicity sake they are ordered in three levels of potency: Minor, Major, and Greater.
Elemental Special AbilitiesHero’s and their Elemental Scores All Heroes have an innate resistance to attacks by the Elementals. Damage taken from an elemental attack is reduced as if the Hero had PR equal to his Elemental Atman Score. Damage can never be reduced to less than 1 point. Example: A Hero with 4 Fire Atman is attacked by a Fire Elemental and takes 16 points of damage. e damage would immediately be reduced by 4 points to 12.
Elemental Allergies Elementals do not suffer when another Elemental is in the vicinity nor do they feel pain when they touch one another. What the Allergy represents is their inability to withstand attacks that are tied to that elemental nature. Te GM will have the final say on what attack will thematically fall into the Allergy of the Elemental. ► An Air Elementals takes additional damage when struck by weapons made of wood, stone, or metal. ► Earth Elementals suffer damage from ranged attacks hurdled through the air, or being verbally tricked. ► Empyrean Elementals suffer from attacks that they are unaware of or attacks that use trickery, such as ambushes or stealth-based attacks. ► Fire Elementals suffer when doused with water or cold attacks. ► Void Elementals suffer from light-based or magical attacks. Water ater Elementals suffer from heat-based or fire attacks. attacks. ► W
1�7
A�L�NS: �h� �e�o�d A�e Air empest By expanding its body the Air Elemental can create a raging raging storm of wind and lightning that grabs everything in its radius, lifting it into the air to buffeted and then dropped brutally to the earth below. Te radius of the attack is equal to the Ability Level of the Elemental in meters and lasts for a number of rounds equal to its CON (minimum of 1). Tose standing in the area may make an Evade roll with a DoD equal to half the Elemental’s Ability Level. While in the tempest, the victims will be pulled into the air 4 meters per round and held in a grapple (use the normal grappling rules with the Elementals SR as the DoD to break free); afterwards, they are dropped back to the earth (use the falling rules on page 251 of the ALANIS: Te Second Age core book). While “holding” victims inside itself, the Elemental can continue to act and move normally and doesn’t suffer penalties as in normal grapple attacks. Te Elemental can use this ability a number of times per encounter equal to 2x its CON (minimum of 2).
Earth Entomb An Earth Elemental can cause the ground to open and consume an opponent. It can cause a fissure to open with a radius equal to its Ability Level in meters. Tose standing in the area may make an Evade roll with a DoD equal to half the Elemental’s Ability Level. If they fail they are literally grappled by the earth and must break free using the normal grappling rules with the Elemental’s SR as the DoD to break free. While enveloped, the victim slowly smothers under the earth (Use the Drowning rules on page 266 of the ALANIS: Te Second Age core book). Te Elemental can use this ability a number of times per encounter equal to 2x its CON (minimum of 2).
Empyrean Epiphany Te Empyrean Elemental overwhelms the opponent’s ability to comprehend reality, psychically shattering his mind with possibility, and ideas beyond his comprehension. Every dream and aspiration will manifest in the victim’s mind at once, rendering them stupefied with ambition. Te radius of the attack is equal to the Ability Level of the Elemental in meters and lasts for a number of rounds equal to its CON in rounds (minimum of 1). Tose standing in the area may make a Resolve roll with a DoD equal to half the Elemental’s Ability Level. Tose that fail scream and jibber every idea and hope they have in their hearts, from their highest aspirations to their basest desires; nothing is held back. Te stress on the victim’s victim’s mind is so great that he takes damage equal half to the Elemental’ Elemental’ss Ability Level (normal armor does not mitigate damage). Victims may try and break free using their WIL + Resolve versus a DoD equal to the 2x the Elemental’ Elemental’ss WIL (minimum of -2). Once the victim is no longer affected by the Elemental he will be hoarse and gasping for breath, unable to speak (no vocalization for CON-5 rounds (minimum of 1)). One beneficial side effect of the attack is that those that survive it have a better understanding of their inner desires and how to make them manifest. Te victim may reduce any Fate points they have by their IN (minimum of 1). Te Elemental can use this ability a number of times per encounter equal to 2x its CON (minimum of 2).
Fire Conflagration With a gesture any flame within WILx10 meters can be manipulated by the Fire Fire Elemental. Te fire can be snuffed out or made into a fire with a radius of the Elemental’s Ability Level in meters. Tose standing in the area may make an Evade roll with a DoD equal to half the Elemental’s Elemental’s Ability Level. Te fire does damage equal to the Elemental’s Ability Level and will burn for a number of rounds equal to its CON (minimum of 1). Tings touched by the fire will continue to burn for a number of rounds equal to the Elemental’s Elemental’s WIL (minimum of 1).Te Elemental can use this ability a number of times per encounter equal to 2x its CON (minimum of 2).
1�8
T�e�a�r�p�i�a
1�9 1� 9
A�L�NS: �h� �e�o�d A�e
1�0
T�e�a�r�p�i�a
1�1
A�L�NS: �h� �e�o�d A�e
1�2
T�e�a�r�p�i�a
1�3
A�L�NS: �h� �e�o�d A�e
Adversary Creation
1�4
T�e�a�r�p�i�a
Dagger Claws? Tis table is meant to lend itself to narration, assisting the GM with descriptions of Adversaries. A swamp witch clawing at a Hero’ Hero’ss throat should do so with “nails like black daggers”, rather than “really, seriously sharp nails”.
1�5
A�L�NS: �h� �e�o�d A�e
Abilities Armored Hide Armor Piercing Attribute Point Increase Aura of Fear Beguile Camouage Damaging Aura Dire Drag Down Drains Life-force Enhanced Perception (X) Entangle Expert Flight Flurry Grapple Howl Immunity (X) Infection Intangibility Knock-Back Knock-Down Miasma Multiple Heads Pack Animal Poison (X) Primordial Monarchs Ranged Attack Rending Regeneration Shapechange Speak Like a Man Spell Ability Spit Venom Stunning Sundering Swarm Sweep Attack Swift Swallow Swimming Terrain Immunity Tough Trample Tunneling Undead Wall Crawling
1�6
T�e�a�r�p�i�a Enhanced Perception (X) One of the beast’s perceptions is enhanced or different, beyond that of normal humans. Scent, hyper-sensitive hearing and night vision are all examples. Tis provides the beast with a PER bonus equal to half its Ability Level when using the sense in question. Entangle Te Adversary may entangle an opponent in a web, tentacles, additional arms, tail, etc., as an additional attack. Once this is done, the entanglement may be broken by a grapple roll with a DoD equal to half the Adversary’ss Ability Level. Tis ability may be Adversary’ taken additional times, increasing the base DoD by an added +2. Expert Te Adversary is more accomplished and skilled than its common counterpart and gains +5 to its Ability Level. Te ability can be purchased additional times to increase the Ability Level by an additional +5. Flight Te creature can fly at its normal SPD+5. Additional purchases of the Flight ability increases the flight SPD by +5. Flurry Te Adversary is able to assault an opponent with a quick flurry of attacks. Te Adversary may attack a number of times in one round equal to his SPD+2 with no action penalty. penalty. It may do do this three times per day. Additional purchases of the ability increases the number of times it may use the ability by +1. Grapple Te Adversary is adept at grabbing and holding an opponent. When held, the target has an additional penalty of -5 to escape the hold. If the Adversary has a bite attack, it may use it unhindered unless it uses its mouth to grapple. Howl Te creature has some sort of howl or battle cry that unnerves its opponent. Te howl is mind-numbing and strikes at the very soul of the victim. It can be heard clearly for a number of meters equal to the creature’s CON+10. Tose in the area must make a WIL + Resolve roll with a DoD penalty equal to the creatures CHA or be shaken with fear,
losing the use of a number of Hero Points equal to the creatures CON+3. Te effect does not stack with other uses and once a victim has heard the howl he cannot loose further Hero Points from additional howls. Te loss lasts for as long as the creature is in the presence of the victims, and the Hero Points only return once the creature is no longer an immediate threat. Tis ability may be used 3 times a day. Additional purchases of the ability increases the number of times it may use the ability by +1. Immunity (X) Te creature is immune to an item or type of attack, such as bashing weapons, fire, knives, cold weather, etc. Te Immunity reduces any damage taken by half. If the same Immunity is taken three times, it indicates complete Immunity to the attack form, meaning it never inflicts damage on the creature. Infection Creatures bitten or attacked successfully by the creature may be infected and come back as one of them or under their thrall. Te victim must first make a CON roll with a DoD equal to half the Ability Level of the creature. If successful the victim will simply die if killed and may rest in peace. If the roll is partial success the victim becomes ill for a number of days equal to 13-their CON. During this time the victims Attributes are all reduce by half of the creatures Ability Level, with a maximum reduction of -5. If the roll is a failure the victim will become one of the attacking creatures when it dies, keeping its physical Attributes and abilities, becoming for all intents the creature. Intangibility Te creature can become ghost- or wraithlike and thus immune to normal physical attacks. Te Adversary may pass through solid barriers without penalty penalty,, moving at its normal SPD; but it cannot interact with the world in a physical way way.. ransforming between the tangible and intangible takes one full round, and while doing so the Adversary can do nothing else.
Knock-Back If a melee attack is a full success (partial success does not not count), the target is sent back away from the attacker a number of meters equal to its SR + 5 minus the targets CON. If any objects or people in the way will stop the victim, both will take damage as if the victim were falling. Example: a Hero with a CON +2 is struck by a creature with a STR +10 and is sent hurtling back 13 meters. e Hero hits a wooden door set in the wall 10 meters away ; as per the normal falling rules, the Hero and the door take 20 points of damage! e door shatters and the Hero tumbles through the worse for wear. Knock-Down If a melee attack is successful, the target is sent sprawling to the ground. Te target must spend an action to return to a standing position. Tis ability can only be taken by creatures of Scale +0 or larger. Miasma Te creature emits a noxious gas or is surrounded by some sort of supernatural cloud of evil that debilitates those engulfed in it. Te miasma may affect either the breathing or sight of the victim and one must be chosen when the ability is taken. Tose in the miasma suffer a penalty equal to half the creatures Ability Level minus the victims CON to all actions. Te effects eff ects may be mitigated either by keeping one’s eyes closed or holding one’s breath (depending on the type of cloud). Te cloud has a radius equal to the creatures Ability Level in meters. Te ability can be purchased additional times to increase radius by half the Ability Level. Multiple Heads Te creature has an extra head. It gains an extra attack at no penalty, and +2 to PER. Tis ability may be taken more than once and for each additional head the creature gains an additional attack and +1 to PER.
1�7
A�L�NS: �h� �e�o�d A�e ► Andamen may attack their Monarch
with a -10 to hit and damage. ► Andamen who drink the blood of a Monarch gain 12 points to distribute among their Attributes. Te gain is permanent. ► All Monarchs speak all languages of their their children. ► All Monarchs have a sacred name that they may use just as a Jinn does, but without any of the drawbacks. All Monarchs have a special item that they wear or hold that denotes their station. Tis item is not where their powers come from but can bestow their abilities upon the holder. Example of Pimodial Monarchs are: Shakina Mistress of Cats, Dumisani Lord of Dogs, Grmsh the Lord of Trees, etc. Ranged Attack Te creature has some sort of ranged attack, such as fiery breath or the ability to shoot a volley of quills. Te attack does DR 5 + CON (minimum of 1 point) with a range of 10 meters per +1 PER (minimum of 10 meters). Each time this ability is taken, add an additional +5 DR or 20 meter range. Rending Te Adversary’s main attack is vicious, causing massive tearing or splitting of the subject’s skin and body. Wounds continue to bleed for 2 rounds, causing the victim to take half the damage suffered in the initial attack. Regeneration Te Adversary gains the ability to swiftly regenerate damage. It automatically heals CON + 2 Hit Points per round, unless the wound is caused by fire or caustic substances substances such as acid. Limbs may be reattached and poisons run their course very quickly, allowing the Adversary an additional resistance roll per round. If the Adversary is killed (Hit Points reduced to zero or less and a failed Death Save), the regeneration stops. Te ability may be purchased additional times to increase the amount regenerated each round by +3.
1�8
Shapechange Te creature has the ability to change its shape and appearance at will. Te creature can only assume the shape beings or items of roughly the same size or smaller. o discern the creature through its disguise, the Hero must make a PER + Investigate/Search roll with a DoD equal to half the creatures Ability Level. o change, the creature must spend a round in concentration and may do nothing else. Speak Like a Man Tey Adversary can speak and communicate like a man and is easily understood in its regional language of origin. Spell Ability Te Adversary has the ability to cast spells at their Ability Level. Te GM should determine what spellcasting tradition most closely resembles the types of spells cast. Spell Ability may also be used as a way to replicate the innate, natural abilities of a creature. A creature that can create illusions may not know a spell, but may have an innate ability to make illusions that work similarly to the spell Mode. Spell Ability may be the easiest way to create abilities that go beyond the scope of the ones listed here. Spit Venom A creature with the Poison ability can take this ability to enable it to spray a stream of venom at a creature nearby. Tis has a range of 10 meters per +1 PER (minimum of 10 meters), though used at range the poison only has half its normal Strength. If taken a second time, this ability increases the effect of the poison to its full Strength and increases the range by an additional 20 meters. Stunning Te creatures is so strong that is dazes the target with its powerful attacks. On a successful attack that does at least 1 point of damage, the target is considered stunned for one round. Additional purchases of the Stunning ability increases the duration by one additional round. Sundering Te creature’s melee attacks rend and destroy non-magical armor and shields. Each successful attack reduces the PR of a shield or suit of armor by 2, destroying the shield first (if any) before beginning to damage worn armor.
T�e�a�r�p�i�a damage equal to twice the target’ target’ss CON and all physical actions are hampered with a -5 penalty. A target may try to hack his way out; doing so causes double normal damage to the beast with no armor mitigation. Tis ability can only be taken by creatures of Scale +2 or larger. Swimming Te creature is amphibious and supremely at home in the water. It can hold its breath or breathe underwater and swims at full SPD. Additional purchases of the Swimming ability increases the SPD by +5. errain Immunity Te Adversary is not hampered by a type of terrain and may move without obstruction. Tis can be explained as moving around the terrain with deftness while other Adversaries may simply move through the obstacle as if it wasn’t wasn’t there. Te terrain must be narrowly specified when taken. Examples include forests, rocks, prison walls, lakes, etc.
by the Orixa was the undead. Using their abilities, they perverted the natural order and the concept of undeath was let loose upon the world. Under the light of the stars or during the time of Wayeb, the creature gets a +5 bonus to its PR and its Hit Points. Conversely, under the light of the sun, the creature suffers a -5 penalty to PR and to its Hit Points. Tis ability can be taken multiple times; each time it is taken, the bonus/ penalty to Hit Points and PR increases by an additional +5. Furthermore, undead are never stunned, and never have to make Death Saves. When they hit 0 Hit Points, they are simply destroyed. All undead also have the ability to sense life force and Vril. Tis allows them to see the soul of a person, allowing them to compensate for a lack of eyes, darkness, or blinding. Conversely, Conversely, all undead are Allergic (see Weaknesses) to Obsidian which shows their true reflection and burns them when touched.
Wall Crawling Wall ough Te creature can move across any surface Te beast is very tough and hard to kill. Add 5x the creatures CON to the base Hit at its normal SPD. Additional purchases of Points (minimum of +10). Tis ability may the Wall Crawling ability increases the SPD by +5. be taken up to 3 times.
Other Abilities rample Some Adversaries have unique abilities Te Adversary may run roughshod over its opponent, attacking with its feet that are not represented here. Tose abilities as it moves over the target. Te target is are explained individually, under each Adversary’s Special Abilities. allowed to make a SR roll with DoD Adversary’s versus the Adversary’s Adversary’s SR. If successful, he takes normal damage from the attack, but if he fails, he takes an additional amount of damage equal to the Adversary’s SR + CON (minimum 2 points). Tis ability can only be taken by creatures of Scale +0 or larger. unneling Te creature can tunnel through the earth in some manner at its normal SPD. Te ability can be purchased additional times, each time increasing the SPD by +5. Undead Te creature has been tainted in some way - whether coming back from the underworld, possessed by evil spirits, or tainted by the Dark Arts. It is said that the last thing that Ba’al Ba’al and Set collaborated on before their banishment
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T�e�a�r�p�i�a E�a�p�e M�n�t�r C�e�t�o� Step One Te GM decides that he wants to create a large beast that inhabits the southern jungles of Atlantis. A giant Mountain Sloth that inhabits the black volcanic mountains of the south sounds cool, and the GM starts with the first step of monster creation. Te creature will be a Treat Level 2 Adversary. Te Attribute Points Points are distributed below. For the free ability, ability, the GM decides to assign the Mountain Sloth the Poison ability. Te sloth has one poison filled claw on each paw. Living near the harsh southern volcanoes also bestows an Immunity to fire on the beast.
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A�L�NS: �h� �e�o�d A�e T�r�a� �e�e� �x�l�i�e� Each creature has a Treat Level that ranges from 0 to 5, with 5 being the most dangerous. While this much is obvious, it helps to also have some rough idea of what that scale looks like. Treat Level 0 creatures are fairly commonplace. While they can pose a hazard and a threat to your average man, a single L 0 creature should be bested by a single Hero and are little challenge to a group of prepared Heroes.
Example: Caerwyn is lurking outside the City of the Lotus Eaters when she is set upon by a small pack of wild dogs. ere are three of them and they advance upon her, snarling and growling. However, once the battle is joined, Caerwyn manages to batter the dogs away,, killing one and sending the other two running. away She is slightly battered, but b ut will quickly recover. A wild dog is a L 0 creature with 12 HP and an AL of 3. Since there were were three of them them and they have the the Pack Animal ability, ability, they were were attacking attacking with a bonus of +5. After Caerwyn was able to figure out which was the Alpha male and break its neck, the other two fled. A Treat Level 1 creature creature is on par par with a skilled Hero. A Slayer can possibly take one down alone, but not without the threat of serious harm. A group of Heroes can take down a single L 1 creature, but a group of them will be dangerous.
Example: Donobey is following a trail through the jungles of southern Jambu when the vines ahead of him are suddenly battered aside by a Hill Troll. e towering beast is fearsome and Donobey knows to fear the tree-trunk thick club that the beast drags behind itself. He hefts his mighty spear and drops into a low crouch, staring up at the fiend. By the time the rest of Donobey’s allies arrive, he is already in pitched battle, leaping away from the swings of the giant’s’s club and darting in with his spear. giant spear. Blood runs from a half dozen dozen holes in in the Troll’s thick hide and Donobey is beginning to tire. With With a group of allies behind him, however, he quickly dispatches the beast. Creatures that are Treat Level 2 are a challenge, even for a group. Expect even a group of Heroes to spend a number of Hero Points and take significant damage from things that are L 2. A group of L 2 creatures should be approached with caution, planning, and trepidation.
Example: While sailing past Hesperia and towards Gondwana, the vessel the Heroes sail upon is noticed by a Griffon. e beast, perhaps sensing easy prey prey,, perhaps lured by the quantity of drying fish hanging from the side of the ship, begins to harass those standing on deck. Its lightning fast flight, swooping dives, and armor piercing claws manage to snatch at least one sailor from the deck. When more begin to appear from the rocky cliffs of the shore, panic grips the ship until almia recalls that Griffons are quelled by soothing music. While spears and bows strive to keep the beasts from stealing any more sailors from the deck, almia runs below deck to find her conch-shell trumpet.
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A�L�NS: �h� �e�o�d A�e REA THREAT LEVEL A VERAGE BY A A REA
Rhinoceros IN PER WIL CHA SR -5 +0 +2 -3 +7 SPD HP H rP Scl Ren +3 46 10 +1 75 Attack / Damage Damage Horn DR 2 + SR (9) Abilities Sundering, rample Armor Hide PR 2 Weakness W eakness None Suggested Extra Abilities Armor Piecing, Dire, ough
DEX +0 L 1
CON +7 AL 6-10
Shark, Great White IN PER WIL CHA SR DEX -5 +5 +4 -5 +6 +2 SPD HP H rP Scl Ren L +5 65 15 +1 60 2 Attack / Damage Damage Serrated eeth DR 4 + SR (10) Abilities Armor Piercing, Rending, Swimming Swimming Armor Hide PR 2 Weakness W eakness None Suggested Extra Abilities Aura of Fear, Fear, Dire, Swallow, Swallow, ough ough
CON +6 AL 11-15
Thunder Lizard(Carnivore) / Thunder Lizard(Herbivore) IN
PER
WIL
CHA
SR
DEX
CON
-5/-5
+2/+0
-5/-15
+0/+0
+8/10
+0/+0
+7/+10
SPD
HP
H rP
Scl
Ren
L
AL
+3/+0
101/141 10/10
+2/+2
99/99
1/1
6-10/610
Attack / Damage Damage eeth DR 8 + SR (16) Abilities Swallow, ough Armor Very Leathery Hide PR 4 Weakness W eakness None Suggested Extra Abilities Dire, Howl, Rending, Sweep Attack
Wolf IN PER WIL CHA SR DEX CON -4 +4 +0 +0 +1 +2 +1 SPD HP H rP Scl Ren L AL +1 11 5 0 15 0 1-5 Attack / Damage Damage Bite DR 2 + SR (4) Abilities Pack Animal Armor Pelt PR 2 Weakness W eakness None Suggested Extra Abilities Dire, Enhanced Perception (Smell), Speak Like a Man, ough
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T�e�a�r�p�i�a
A�v�r�a�y W�r�s�e�t NAME: IN
PER
WIL
CHA
SR
DEX
CON
SPD
HP
HrP
Scl
Ren
L
AL
AACK A ACK / DAMAGE: DAMAGE: ABILIIES: ARMOR: WEAKNESS: NOES:
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Index A Abilities 156 Armored Hide 156 Armor Piercing 156 Attribute Point Increase 156 Aura of Fear 156 Beguile 156 Camouage 156 Damaging Aura 156 Dire 156 Drag Down 156 Drains Life-force 156 Enhanced Perception 157 Entangle 157 Expert 157 Flight 157 Flurry 157 Grapple 157 Howl 157 Immunity 157 Infection 157 Intangibility 157 Knock-Back 157 Knock-Down 157 Miasma 157 Multiple Heads 157 Pack Animal 158 Poison 158 Primordial Monarchs 158 Ranged Attack 158 Regeneration 158 Rending 158 Shapechange 158 Speak Like a Man 158 Spell Ability 158 Spit Venom 158 Stunning 158 Sundering 158 Swallow 159 Swarm 159 Sweep Attack 159 Swift 159 Swimming 159 Terrain Immunity 159 Tough 159 Trample 159 Tunneling 159 Undead 159 Wall Crawling 159 Ability Level 5 Ability Level (AL) 154 Ability Levels Levels During Combat 5 Achilles Heel 160 Additional Abilities (A+) 154 Adoniat 53 Adversary Creation 154 Ahl-At-Rab 135 Foot Soldier 135 Night Killer 135 Warleader 135 Akash Vishuddhi: 147
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AL Alba and Iber Albish Ogre Alkonost Allergy Alligator Aloakasa Ajña Animated Skeleton Anostos Antaboga Anteater,, Giant Anteater AP Apata Ori Ape Ash Wraith Atk Atlantis Attack Form And Protection Attack Level Attributes Ability Level (AL) Attribute Points (AP) Hero Points (HrP) Hit Points (HP) Renown (Ren) Scale (Scl) Threat Level (TL) Avarice
5 6 7 54 160 164 147 146 16 91 61 154 25 164 17 5 24 155 5 5 5 154 5 5 5 5 5 160
B Ba’al Shathar Bakotahl Bánánach Barong Basilisk Bas’lok Bear Bennu Birds Berbalang Binesi Bishagishkah Bjerigber Black Hound Bloats Blydvine Boar Boar Rat Boddenman Bodyguard Boggart Brass Horror Bronze Sentinels Bunyip Bysar
132 121 8 92 61 17 164 62 81 41 42 105 54 51 18 164 55 55 145 9 19 26 97 105
C Caorthannach Carraig Fuileachdach Cat Chimera Cobra Cohuatl Common Foes Conagration Conquering Worms
9 10 164 75 164 121 145 148 51
Thralls : Bloats 51 Coxua 122 Crocodile 164 Croidubh The Deathless, Nightmare Lord 56 Crypt Keepers 27 Cyclopes 76
D Dan Ida Hwedo Def Defense Level Demon Abilities Possession Soul Hunger Soul Names The Sons Of Ba’al Twisted Tongues Demon, Sample Baaluku The Black Demon Boar Possessed Plague Vic Victim tim Demons of Ba’al Diomekses Diwata Dog Dragons Echidna Mogot’Rai Nihoddgr Piasa Draug Draug Crab Dullahan Dullahan Rider
62 5 5 130 130 131 130 130 130 132 133 133 128 27 82 164 140 142 143 141 106 107 11 11
E Eagle 164 Eaters Of The Dead 146 Echidna 140 Egun Gun 63 Elang Laut 35 Elemental Greater Air Elemental 151 Greater Earth Elemental 151 Greater Empyrean Elemental151 Greater Fire Elemental 151 Greater Void Elemental 152 Greater Water Elemental 152 Major Air Elemental 150 Major Earth Elemental 150 Major Empyrean Elemental 150 Major Fire Elemental 150 Major Void Elemental 151 Major Water Elemental 151 Minor Earth Elemental 149 Minor Empyrean Elemental 149 Minor Fire Elemental 149 Minor Void Elemental 150 Minor Water Elemental 150 Elemental Allergies 147 Elementals 147 Elemental Special Abilities 147 Elephant 165 Elk 165
Eloko Elysium Encerrados Entomb Epiphany Eria Eronka’Iseju Europa Example Monster Creation
64 34 122 148 148 40 117 52 161
F Fear Fearbeag Fomorian
160 12 20
G Garuda Giants Golems Gondwana Gorgosian Hag Griffon Grindahls Grootslang Gyalpo
83 108 65 60 66 28 109 67 84
H Haldja Hekili’kane Henchman Hero Points Hero Points (HrP) Hit Points Hit Points (HP) Horse HP HrP Hueetzilin Huldra Huldufolk Hydra Hyena
110 92 145 5 154 5 154 165 5 5 123 110 21 76 165
I Impundulu Inkanyamba Inundation Isari Itilosi Itsasoko Suge
68 68 149 57 118 119
J Jackal Jala Uthlanga Jeebay JENGLOT Juggernauts Julana
164 147 43 93 28 98
T�e�a�r�p�i�a K Keenings Kishi Kongamato Kuntilanak Ky’Lin
29 69 69 93 85
L Lamia Lavalu Leyak Lindorm Lintah Lion Longana Loving Dead
77 57 94 111 94 165 58 29
M Makara Stormrider Swimmer Wavesinger Manidoon Mikinahk Miraj Mogot’Rai Moo-Ahn Mooks Muldjewangk Mummied Corpse Mundane Animals Alligator/Crocodile Ape Boar Brown /Black Bear Cat Cobra Dog, Jackal Eagle Elephant Elk Horse, Riding Hyena Lion Ostrich, Riding Rat Raven Rhinoceros Shark, Great White Thunder Lizard(Carnivore) Thunder Lizard(Herbivore) Wolf Mythsiger
136 136 136 136 44 45 86 142 123 145 99 153 164 164 164 164 164 164 164 164 164 165 165 165 165 165 165 165 165 166 166 166 166 166 22
Nak’aqs Nakki Ngahrara Timo Timo Ngendi Ngurai Nihoddgr Ninki Nanka Nymph
124 111 101 36 37 143 70 77
O Ogre, Albish Old Mother Ophidians of Mu Ostrich
7 112 134 165
P Papinjuwari Thardid Peraka-I Pesugihan Phouka Piasa Piranu Possessed Plague Vict Victim im Possession Prey Ban Pua Tu Tahi
101 102 95 12 141 124 133 130 160 37
Q Quick Adversaries Bodyguard Henchman Mooks
145 145 145 145
R Rakshasa Rat Raven Raven Wolves Ren Renown Renown (Rn) Rhinoceros Ro Lang Rompo Ruwa Bhūmi
87 165 165 113 5 5 154 166 88 70 147
S Sasabonsam Satyr Scale Scl Serpent Lords Sfuath Shark Silver Ants Sjarv Skeleton Skell Skill Ratings Skull Spiders Sluagh Sons Of Ba’al Soothing Bane Soul Hunger Soul Names Southern Mountain Sloth Stymphalian
W 71 78 5, 155 5 135 113 166 71 114 146 58 5 30 13 130 160 131 130 31 79
Wambeen War Bison Ward War Pigs Weakness Achilles Heel Allergy Avarice Fear Prey Ban Soothing Bane Ward Wickerman Wihmbahg Windigo Winged White Ape Witchlight Wolf Wood Wyvern
T
X
Tampan 89 Tapper 14 Telaga Te laga Bersembunyi 95 Tempest 148 Termites, Giant 72 Threat Level 5, 162 Threat Level (TL) 154 Thunder Lizard(Carnivore) 166 Thunder Lizard(Herbivore) 166 Tiddalik 103 Tiki Toniwha 38 Tikoloshe 72 Tinirau 38 Tipua 39 Tishtrya 31 TL 5, 154 Troll, Cave 115 Troll, Hill 32
Xolotl
103 48 160 59 160 160 160 160 160 160 160 160 15 48 49 73 59 166 50 153
126
Y Yaka Yansan Pavan Yurupari
89 147 127
U Ubuze Uhinipili Uhkten Uln Umdhlebi Urubutsin
33 39 47 23 73 125
V Veil of Lies
149
N Naaldlooshi Naga Naga Nakhoda Naga Noble Naga Sarjana Naga Nakhoda Naga Noble Naga Sarjana Nakahi
46 137 138 137 139 138 137 139 100
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Based on the works of Stephan St ephan Michael Sechi, Vernie Taylor, Taylor, and Ed Mortimer
Written by
Thanks to the following
Doug Bramlett, Kieran urley, and Jerry D. Grayson.
Doug Bramlett
Editing
My wife for putting up with me, Jerry for the opportunity to write for Atlantis, SMS for his original work, and RPG.net for occasional inspiration.
Jennifer Seiden
Kieran Turley Proof Reading Jeff Scifert
Art Marc Reynes Ferra, Vaggelis Ntousakis, David Arenas, John Alvarez, John Barry Ballaran, Nate Marcel, Yoann Boissonnet, Desi Conrad, Chris Swall, Jose Ochoa, Renee Grayson, Jerry D. Grayson,
Cover art by John Barry Ballaran Ballaran and Yoann Yoann Boissonnet
Layout Jerry D. Grayson
Contributions and Playtesting Jeff Scifert, Aakin Patel, ony Robertson, Janet Nelson, Eric Durcan, Colin Chapman, Dave Trush, Loretta Trush, Craig Sisco, Gabriel Grayson, Reggie Sanders, Josh Johnson, Aislinn Bramlett, Desi Conrad , Renee Grayson, Clea Grayson, Matthew Bottiglieri, Dirk Cjelli, Stephan Delear, Judd M. Goswick , and Matthew Slepin
My wife and kids (Ruth, Mia, and Chloe) for putting up with the crazy.
Jerry D. Grayson Captain Harlock!
ISBN 978-0-9960952-3-5 KHP026
Check us out on the web WWW.ATLANTISRPG.CO WWW .ATLANTISRPG.COM M Te contents are M and © 2014 Khepera Publishing. Te Khepera Scarab and the Atlantis logo are ® Khepera publishing. No portion of this book may be reproduced by any means without written consent from the publisher publisher,, except for review purposes. Any resemblance to persons living or dead is purely coincidental or used for the expressed purpose of parody. “Omega System” and the Omega System logo are rademarks owned Khepera Publishing.
Promise to Be Better
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