TEXT:   
    
  
  Immortal Millennium Book III 
  2 
   
   
  PRIDE PERI
  PRIDE PERI  
  SOURCEBOOK
  SOURCEBOOK  
   
   
  Original Design 
  Ran Ackels  
   
  Development & Writing  
  Ran Ackesls and Justin Schmid 
   
  Additional Development, Design, 
  Testing  
   Brianna Von Gries, Rick Don 
   
  Produced By  
  Paul W. Brown III 
    
  Illustrated By  
  Ran Ackels, Paul Carrick, Jade 
  Hammonds 
   
  Cover  
  Reproduced from Immortal the 
  Invisible War (PDN 1000) 
   
  This PDF book is a revised reproduction 
  of the abridged version of the Peri 
  Sourcebook as released by Ran Ackels 
  at his personal website. 
   
  IMMORTAL is mature in its situations and themes. Parental 
  guidance may be advisable in the case of children wishing to 
  participate in the experience. IMMORTAL is a work of fiction. 
  Persons having difficulty distinguishing the boundaries 
  between fantasy and reality are expressly discouraged from 
  reading or taking part in the IMMORTAL experience. 
   
  Copyright  1997 Precedence Publishing.  All rights 
  reserved. Reproduction of this book in any manner without 
  the express written consent of the publisher is prohibited.  
  IMMORTAL® is a registered trademark owned by 
  Precedence Entertainment, Inc. and was created by Ran 
  Ackels 
   
  Precedence Entertainment 
  P.O. Box 28397 
  Tempe, AZ, 85285, USA 
  http://www.eternity.com/ 
   
  Marketing Office 
  3137 Medinah Circle East 
  Lake Worth, FL 33467-1346 
  (888)-256-4955 
  (561) 967-4346 
   
  Immortal Support Website 
  http://www.societyeternity.com/ 
   
   
  
  Immortal Millennium Book III 
  3 
   
  " The playground of the spirit is the fortress of the mind." 
  xxxx 
   
  TABLE OF CONTENTS 
  Chapter 1: From the Forge 
  04 -- 
  BACKGROUND 
   
  Brief History 
   
  The Peri Kin 
   
  Traditions 
   
  Peri in Human Society 
  09 -- 
  THE PERI CHARACTER 
  Peri Appearance 
  Outfitting 
  11 -- 
  PERI HIMSATIS 
  The Nine Exalted Forms 
   
  Virtues 
   
  Chapter 2: Seekers of Destruction 
  14 --  
  ENEMIES OF THE PERI 
   
  Drove Azhoth 
   
  Cannibal Drones 
  The Cold Virgin 
  The Deepwalkers 
  Ganeida 
  Spectral Knights 
  Wormine 
   
  Chapter 3: The Armories 
  20 --  
  THE UNDERWORLD 
   
  Tiers 
   
  Regions 
   
  Other Features 
  29 -- 
  PERI TERRITORIES 
   
  Strongholds 
   
  Outposts 
   
  Mantles 
   
  APPENDICES 
  APPENDIX A: Peri Artifacts & Items 
   
  APPENDIX B: Lore of Stones 
   
  APPENDIX C: Himsati Minerals 
   
  APPENDIX D: Lexicon 
   
  The following is the disclaimer from 
  the original document this PDF book 
  was created from: 
   
  This is an abridged version of the Peri 
  manuscript slated for release this summer. Due 
  to the fact that another book might introduce 
  inconsistencies into the final second edition 
  rules, I decided to hold it's printing for later. 
  Select parts of the book are reproduced here, 
  free of charge, for fans of the game. It's my way 
  of thanking you for your support and giving you 
  something to see while we hammer out the last 
  of the Second Edition. I'm certain there will still 
  be inconsistencies in this document, but please 
  be forgiving and realize none of this information 
  is official. Only the printed books are official. Call 
  this grist for your campaign and a version of 
  immortal history. Deceptions about the real 
  history of the Peri will obviously be woven 
  throughout to maintain the safety of their society.  
  Thanks! 
  Ran Ackels and Justin Schmid 
   
   
   
  www.eternity.com 
   
  Immortal Support Website 
  http://www.societyeternity.com/ 
  
  Immortal Millennium Book III 
  4 
   
  Chapter I: From the Forge 
  "Never Forget" 
  -- Caliburn 
    
  BACKGROUND 
  Brief History 
   
  The Peri are the dominant members of the Court 
  of War, an ancient association of immortals 
  dedicated to the arts of war. They were first 
  created by the Kai-Ra, nine mystical living 
  weapons crafted by nine dread 
  Abzulim warlords, the 
  Deepwalkers. The Kai-Ra, 
  designed to kill the elementals 
  (Primals) harrassing the Abzulim 
  empire, soon turned on their 
  masters and vowed never to harm 
  another elemental (creatures they 
  aspired to become). Most of the 
  history of the Peri occured 
  underground where they constantly 
  struggled with the evil Drove 
  Azhoth, vampiric blades who struck 
  from their hidden city of Alavastis.  
   
  The first of the Kai-Ra, the 
  immortal later called Solitaire, left 
  the other nine to seek 
  enlightnement, finding a teacher in 
  the deep underworld known as the 
  Silver Seeress. She would 
  eventually achieve eidos, but 
  rather than leaving our plane of 
  reality, she remained, poigniantly 
  aware that the Sanguinary's victory on this world 
  would herald the end of the universe itself. 
  Before she left the other Kai-Ra, she bore twin 
  sons whose himsatis were purest gold, Sindre 
  and Ivalde. These brothers would lead the Peri 
  for a long time, until the plots of other immortals 
  turned them against one another and all but 
  destroyed the Peri from within.  
   
  To ensure a fortress strong enough to shelter 
  their people, and driven to create a wonder the 
  world had never seen, the twins constructed the 
  Walk, a vast city-bridge which encircled much of 
  the earth, spanning the quiet depths of the 
  underworld. As the Walk neared completion, 
  they discovered one of the largest shards of the 
  Sanguinary, a blue radiant stone they called the 
  Blue Emerald. This treasure, possessing enough 
  power to operate the many clever technogies 
  constructed within the Walk, became its control 
  center.  
   
  Factions of the Peri did no trust the fact that a 
  shard of the Sanguinary lay 
  in their midst, no matter that 
  it was of huge benefit in 
  keeping the Walk's many 
  regions functioning 
  smoothly and serving as a 
  computer-like organic 
  processor to store their 
  collected tales. Despire 
  please from the Blue 
  Emeralds devout 
  companions, the Cerulean 
  Order that the Blue Emerald 
  opposed the Sanguinary; a 
  decision was made to cut 
  the shard into smaller, 
  controllable stones. The 
  Cerulean Order could not 
  allow this, and absconded 
  into the deeps of the 
  Underworld with the 
  Emerald. The Walk, 
  dependant on the shard for 
  its power, went dark and 
  would remain forever a monument of Peri 
  artisanship and paranoia. It would also leave the 
  Peri open to attacks by the Azhoth, their Drove 
  enemies. After many violent struggles, the 
  Droves broke into the Walk and stole a number 
  of the Kai-Ra who slept in the vault. Only two--
  Excalibur and Mimir remained behind, and only 
  because both had been hidden elsewhere by the 
  Ladies of the Lake whose mantle, Avalon, was 
  the home of one of the last of the living 
  Sunedrion trees, a beautiful autumn apple tree 
  bearing radiant fruit.  The Azhoth also carried off 
  a number of Peri to their city of Alavastis, a foul 
  
  Immortal Millennium Book III 
  5 
   
  breeding pit where they would forever transform 
  their prisoners.  
   
  Mimir awoke from his deep trance and 
  discovered how his children, the Peri, had 
  suffered at the hands of the Droves. Enraged, 
  he drank deeply of the lake surrounding Avalon, 
  whose water was pure and touched with the light 
  of the Sunedrion tree. Empowered, he tracked 
  down the city of Alavastis and destroyed it. 
  Drained of his efforts, Galatine sank once more 
  into his ennui and was carried back to the Peri 
  by the prisoners of Alavastis, Peri who became 
  known as the Gargoyles for the grotesque way 
  the Azhoth had twisted their himsatis. Forever 
  after, the Gargoyles would revere Mimir.  
   
  The twins established other fortresses as more 
  and more Peri left the dark treacherous corridors 
  of the Walk.  Eventually exploration of the upper 
  world led to contact with the Court of Storms. 
  Within this Court the Peri befriended the 
  Morrigan. One of the Morrigan, Loki, became an 
  ambassador between the people under the earth 
  and the people who lived in the sky. Eventually, 
  in tribute to this friendship, the Peri helped the 
  Morrigan construct Asgard, a mightly floating city 
  and the place that would one day become the 
  center of their power.  Loki was, alas, ever an 
  opportunist. He sowed dissention within the Peri, 
  challenging both Sindre and Ivalde to a contest 
  to see which was a better craftsman. The 
  contest became bitter, ultimately leading to civil 
  war when Loki judged Sindre's works superior to 
  Ivalde's, his brother. The civil war waged so long 
  that resentment between the twins outgrew all 
  other concerns. When at least Sindre's forces 
  were victorious, he banished his brother and his 
  supporters to the upperworld, there to become 
  slaves to Loki's people. In their despair, the 
  Ivaldi embraced the Sanguinary and became 
  Droves, eventually escaping back into the 
  underworld to revitalize the ranks of the Azhoth.  
   
  Sindre, heavy with guilt for committing his 
  brother to such a fate, entered an unwavering 
  trance, lost to his people. It was not until the 
  arrival of a beautiful stranger, Ganieda, that he 
  would be brought out of his lassitude.  She 
  beguiled him and as reward for lightening his 
  heart, she was given access to the forges of the 
  Peri, including the Foundry, built and abandoned 
  by the Abzulim at the beginning of the world. In 
  the Foundry, using Abzulim arts she divined 
  from the alien place, Ganieda created a charm 
  that caused the Peri to fall under her power. The 
  Peri females she made pregnant with this 
  device, creating a new race completely loyal to 
  whoever wore the charm---namely herself. 
  Sindre, at last coming to his senses, fled the 
  halls.  
   
  More and more corrupted by the Sanguinary, 
  Ganieda sought the elusive Cerulean Order and 
  the Blue Emerald in their care. Her campaigns 
  against the Order killed many, but the Emerald's 
  location remained ever elusive. In retribution to 
  their losses, a group from the Cerulean Order 
  invaded Ganieda's fortress and stole the 
  treasure that Sindre and Ivalde had forged in 
  their contest. In time they joined forces with the 
  Ladies of the Lake who, on the isle of Avalon, 
  were protected from Ganieda and her minions.  
   
  This alliance sought a means to break the spell 
  of Ganieda's charm and to free the people. This 
  means laid in the hands of a mortal king name 
  Arthur who possessed the purity of the Bright 
  Blood and was a descendant of the bloodline of 
  Christ himself. Through the quest for the Grail, 
  Arthur succeeded in freeing the Peri and 
  restoring a land blighted by Ganieda's evil. It 
  would take them over a thousand years to 
  restore their people with new blood from the 
  Children's Crusades. Still depleted, they have 
  been extending their influence slowly in the 
  modern era, waiting for the end time when the 
  Sanguinary's rise will call them to arms.  
   
   
  The Peri Kin 
   
  Listed below are the Peri kins and their general 
  appearance, including preferred fashions. Also 
  see the sidebar "Peri Eyes" for more information 
  on the Pride’s fascination with the organ of sight. 
   
  Kin Avalon: The Ladies of the Lake and their 
  often-male consorts can be described in human 
  terms as albino.  Their hair is white, skin milky 
  pale and their eyes the color of pale amber, 
  signifying their tie to the Sunedrion tree that 
  stands in their mantle.   Their beauty is famous 
  throughout the entire immortal world.  
   
  Kin Bloodstone: Bloodstone Peri are black with 
  blood-red hair. A good look at their eyes reveals 
  a sparkle of red flecks that expand and color the 
  entire eye red whenever the Peri becomes 
  angry. Bloodstone Peri are generally muscular 
  and favor black clothing.  
  
  Immortal Millennium Book III 
  6 
   
   
  The Cerulean Order: These rogue members of 
  the Peri, both male and female, possess 
  startlingly blue eyes. All wear a copy of the ring 
  Draupnir inset with a pale blue gem and favor 
  white clothing.  
   
  Kin Gargoyle: The gargoyles have silver-blue 
  eyes that glow with the same light as the skin of 
  their patron Mimir, presumably from staring 
  lovingly at the adamantine axe for decades at a 
  time.   Their human eyes betray this light, which 
  causes them to wear glasses or other means to 
  conceal it when among mortals.  
   
  The Toys: The Toys are among the most 
  mysterious of the Peri, always wearing full facial 
  masks, tight-fitting jumpsuits covered with 
  glimmering circuits, and flowing cloaks snapping 
  with static electricity. No one knows what they 
  look like underneath their masks, and among 
  humans, they assume mediocre shapes that 
  draw no attention to themselves. A single lock of 
  hair arches out the back of their masks, often 
  braided. Their himsati forms are invariably 
  mannequins or childhood toys, such as dolls and 
  clowns. Ganieda created the Toys with her 
  charm.  
   
  Kin Ivaldi: The few surviving Ivaldi share 
  absolute black hair, light skin, and midnight blue 
  eyes with asterisms or "stars" found in the heart 
  of a star-sapphire. They are almost always 
  dressed in black and are prepared for battle or 
  smithing, keeping a hammer close at hand in 
  either case. The Ivaldi forsake the torques of the 
  other houses.  
   
  Kin Palin: House Palin, the bulk of the Pride, is 
  made up of members of the Children’s Crusade 
  of 1212, and thus the human appearance of the 
  majority of Peri will be that of children. These 
  children can be of any human nationality, but the 
  wisdom of an immortal creature is evident in 
  their uniformly gray eyes for anyone who thinks 
  to look there. Like any Peri, they are deadly 
  combatants whose appearance often causes 
  enemies to underestimate their abilities or hold 
  back. Members of the Palin have a human 
  appearance ranging from age six to fifteen years 
  or so. Unlike the members of the other Peri kin, 
  Palin Peri will never assume an adult form. In 
  the underworld, they wear whatever Covering 
  suits them. 
   
  Kin Sindren: Members of the Sindren dynasty, 
  following millennia after the first dynasties 
  appeared, are almost uniformly gold-haired.  
  Their human forms are generally northern 
  European in appearance. They tend to wear a 
  stylized Celtic garb, though sometimes 
  preferring ring-mail armor. Sindren's eyes are all 
  various shades of green and betray an essential 
  guilt for their past deeds. 
   
  Traditions 
   
  The Peri have always maintained a highly 
  militaristic society, ruled by order and chain of 
  command. At the same time, rules, while 
  important, have always been recognized as 
  subject to dispute. This may seem like a 
  contradiction, but the Peri strongly believe that 
  one’s past forms one’s future and that change, 
  always inevitable, must be examined and 
  discussed. Therefore, change is welcomed, if 
  not warmly. There are two kinds of orders, a 
  shouting order and quiet order. Shouting orders 
  commonly made during combat or involving 
  dangerous missions are not to be questioned. It 
  is assumed in these instances that superior 
  knowledge and experience is the cause for any 
  seeming inconsistencies or failings in the orders. 
  Quiet orders on the other hand are made during 
  a time of calm or are of little import. These can 
  be questioned, but seldom are. Still, they are 
  open to debate and often it is the questioning of 
  these orders that change Peri society radically. 
  Even shouting orders can become quiet orders 
  after the crisis has passed allowing them to 
  come into the arena of dispute.  
   
  The intent of this soundly practical philosophy of 
  the Peri is to allow all voices of the Pride to be 
  heard, but not at a time when those voices could 
  lead to the downfall of the Pride or individuals 
  within. Other Prides find this social convention to 
  be disruptive and disrespectful of elders, but in 
  fact, those elders are the first to hush the great 
  hall to hear the complaint of a fledgling. This is 
  termed "hearing the voice of children", which the 
  Peri consider highly important. It was 
  engineered long ago, but revived fully by the 
  Palin generation at the end of the Children’s 
  Crusade of 1212.  
   
  To keep their bodies honed and skills sharp, 
  Peri practice combat in their fortresses regularly, 
  sparring against one another and groups. They 
  pull their punches in these mock battles, but the 
  
  Immortal Millennium Book III 
  7 
   
  blades are still sharp. If hit, one will bleed, but 
  the true test of skill is the fighter who lands a 
  blow and leaves only a scratch. Peri despise 
  being struck in the back, and they will endure 
  great hardship to revenge themselves upon 
  someone who did so.  
   
  In their free time, when not practicing 
  maneuvers or discussing future operations, Peri 
  are renown for their festivities. At these times, 
  the great halls come alive with music, dance and 
  love. Wines brewed from the very minerals 
  underground is served. With every new addition 
  to the Pride (often in the form of kidnapped 
  children whom the Peri consider pure enough to 
  become one of them) the Peri rejoice. 
  Revitalization of the Pride is paramount.  
   
  Peri exhibit a love of music almost unparalleled 
  anywhere else. Their fortresses and 
  underground amphitheaters ring with uncanny 
  acoustics so vibrant that they often get 
  visitations from members of the Phoenix and 
  Amaranth with requests to perform.  
   
  The Peri seem rather "humane" in their relaxed, 
  modern attitude. However, it takes very little to 
  cause their aggression to boil up into a seething 
  storm of weapons and war-cries. They are 
  governed by a lust for combat, a need to right 
  the wrongs of the world, to restore dignity to 
  those deprived of it, and to visit their wrath on 
  anyone they consider evil. They especially are 
  the protectors of innocents. Peri are considered 
  fearless (see the sidebar below, fear).  
   
  The Peri love technology. It is vital to their lives. 
  They surround themselves with the cleverest 
  mechanisms they can devise, a vast array of 
  gadgets that whirl in the vaults of the earth in an 
  intricate clockwork. The Peri pride themselves 
  on being able to create anything, often a blind-
  spot which later haunts them. Peri ingenuity and 
  the need to create has often been exploited in 
  the past.  
   
  Unlike the Arachne, who create art for its ability 
  to influence the minds of others, the Peri 
  approach art with sincerity and molten passion. 
  They create for the sheer act to create, filling 
  their halls with objects so rare and cunningly 
  beautiful that the human art world would suicide 
  itself for it’s own shortcomings. Even so, the Peri 
  also appreciate human art to it’s fullest and are 
  tireless patrons of art museums and other 
  creative exhibits. 
  A pervading theme of the Peri psyche is the 
  need to be unique, to glitter like a jewel in the 
  dark. This consuming need guides much of their 
  traditions and convictions. To be common is to 
  be a mere ornament in a hoard of real treasures. 
   
  Sidebar: Fear 
   
  There is a tradition that Peri lack the emotion of 
  fear, most attribute this to an agreement with 
  pride Arachne when the plot involving the 
  Children's Crusade was orchestrated. This is not 
  entirely true. In fact, no Elementals have any 
  fear in them and the original Peri were no 
  different. Immortals uplifted into the pride after 
  their original creation or who joined it later do 
  have the emotion of fear, but it is reduced by the 
  spirit of the Peri which diminishes fear in pride 
  members. Pride Arachne discovered this and 
  made the agreement with the Peri to be allowed 
  to study this phenomenon in return for aid in 
  capturing the children of the crusade. 
   
  All Peri are immune to the fear hostile. 
   
   
  Peri In Human Society 
   
  While most Peri are at home within the safety of 
  the Underworld, those Peri who choose to savor 
  the twilight culture above have different customs 
  and rules. They are fewer certainly, and 
  scattered amidst the territories of many prides 
  and hundreds of nations. Still, across this 
  diversity lies a common lifestyle. 
   
  First and foremost, a Peri living in human 
  cultures will tend to live underground. This could 
  mean a basement apartment, renting the 
  basement of a house or even a dark first-floor 
  tenement. This is because of their distinct dislike 
  of heights. The dwellings of choice of the 
  surface Peri are ground-level or lower. Similarly, 
  they prefer the windows be shaded over, not 
  due to any aversion to the sun, but to remind 
  them of the darker comfort of the Underworld.  
   
  Within a Peri home, relics of war will be found to 
  adorn the walls. Finely crafted weapons, scraps 
  of ancient armors, tokens of wars fought in ages 
  past. This will appear to a twilight to indicate the 
  character of a collector, but in truth they are 
  souvenirs that Peri has accumulated over his 
  life.  
  
  Immortal Millennium Book III 
  8 
   
   
  The furniture, sparse at best, will be of solid 
  timber, oak, teak, or carved stone. The Peri 
  dislike unsteady furnishings. In many ways, a 
  Peri’s home will seem more like a temple than a 
  house.  
   
  The Peri in any given city will likely number less 
  than two dozen, but they will all know one 
  another and likely socialize 
  together at least once or twice a 
  month at some bar. Their 
  lifestyles will vary greatly 
  depending upon their character, 
  but all will likely have a good 
  assortment of twilight associates. 
  Those of a bohemian, boor, 
  bully, heretic, scoundrel or 
  survivor temperament will likely 
  be involved in some sort of 
  organized crime or street gang. 
  Operating as the hired guns, 
  their favorite pastime will be 
  practicing their martial skills. 
  Similarly, those of confidant, 
  custodian, drifter or knight 
  temperament will be found 
  working in the military or police 
  stations using their combat skills 
  to protect the humans from harm. Though these 
  two types of Peri have differing attitudes on how 
  to work with the humans, neither is particularly 
  opposed to the other's line of work and while not 
  working together, will not try to directly challenge 
  one another's activities. It is only the innocents 
  who will avoid combative activities, usually 
  keeping peaceful lives amidst mortals. These 
  Peri tend toward craftsmanship occupations 
  where they can use their harmonious abilities to 
  create items of beauty. Some are architects, 
  others metalworkers. 
   
  Money is rarely a problem for the Peri who can 
  visit the Underworld to collect a load of semi-
  precious stones (most precious stones are used 
  in ceremonies, therefore cannot be sold away) 
  for sale above. They are usually in close 
  connection with jewelers who ask no questions 
  and get quality gems for a fairly low price.  
   
  Hierarchy 
   
  The Peri are driven by rank and recognition of 
  ability. Therefore, they were very pleased with 
  the ranking system devised by the Jury for the 
  Stratagem, though they felt it left true battle, 
  something that all Peri respect immensely, to be 
  ignored. They will likely instigate changes in the 
  Stratagem once they become the Scepter, a 
  prospect many other immortals fears as 
  backsliding into the old barbarisms of the past 
  ages.  
   
  Peri are status conscious within their own family. 
  Pride status differs from Stratagem visage in 
  that it is only recognized within the 
  pride Peri and reflects combat 
  prowess. Having survived such 
  dangerous times, they feel that the 
  honor of respect should fall to those 
  who have accomplished great things. 
  Paramount is their respect for battle, 
  though this like everything else is 
  changing. A Peri who does not 
  distinguish himself in battle will never 
  be highly respected or gain any true 
  authority in the Pride, despite his 
  visage. However, battle need not only 
  be in the physical realm. A Probe who 
  outwits another immortal in a contest 
  of the mind will gain as much 
  admiration as a Slayer who bests his 
  opponent. Similarly, the Sleepers are 
  respected for their dream clashes. 
  The true test of one's mettle comes in 
  the odds of success in the battle and how it was 
  won. A fine line is drawn between trickery and 
  strategy in battle. Trickery is regarded by the 
  Peri to involve under-handed, unfair tactics 
  which none could avoid while strategy involves a 
  cunning plan that the opponent could 
  outmaneuver if he saw its intricacies.  
   
  Like all Prides, the Peri attend all monthly 
  Conclaves and sponsor those where their power 
  is dominant. A Peri-sponsored Conclave always 
  occurs in a beautiful, vibrant subterranean area 
  which is heavily protected form outsiders. The 
  safety of other immortals is paramount to the 
  Peri, although they will not interfere with 
  personal vendettas as long as these are quietly 
  conducted. Because the Peri can be moving 
  pieces of art, their Conclaves are the talk of the 
  Perpetual Society. Only the Morrigan, who abhor 
  walking underground, seem unimpressed by the 
  cozy atmosphere. 
   
  Peri Riallas 
   
  "The Rialla. Festivities for the mortals, repast for 
  immortals. There are many ceremonies at which 
  immortals congregate to gather life force, and I 
  
  Immortal Millennium Book III 
  9 
   
  could list them here for you, but I am sure that 
  you are well aware of most of them. I am sure 
  you can learn for yourself how other immortals 
  feed off mortal joy, but you are Peri and you 
  must learn the Peri ways. We are a species of 
  warriors and it is only in death and the occult 
  that we exalt. And our greatest Peri Rialla is the 
  war. A time of great suffering and pain, but also 
  the period when mortals and immortals alike 
  push themselves to their ultimate limits. The 
  stakes of life or death result in incredible levels 
  of emotional excitement, it is this rush that we 
  feed off of truly. This is why Peri can most likely 
  be found on any given battleground. Make no 
  mistakes---we feed on conflict. 
   
  "The ethical issue of whether relishing in the 
  darkest moment of humanity is not a concern of 
  the Peri who understand that conflict is a 
  necessary part of existence. But, remember that 
  there are even bounds to the ways of Peri. 
  Torture and extreme cruelty have no place in the 
  glory of battle, nor do wars without risk, for they 
  evoke none of the adrenal-pleasure that proper 
  warfare does. Modern times are quite 
  disappointing to the Peri who once fought side-
  by-side with pike-wielding countrymen and 
  shared trenches with the most desperate of 
  men.  We find the push-button wars of current 
  times a let-down and therefore prefer operating 
  with commando units still engaged in direct 
  conflict or joining in smaller so-called "brush-fire" 
  wars in nations not yet equipped with the 
  arsenal of destruction the Twilight superpowers 
  possess. Our love for technology does not 
  include all-powerful weapons. 
   
  "Wars are not the only Rialla we partake of 
  though, there are many similar conflicts that 
  excite the same kind of emotional intensity 
  without involving mass destruction. Riots are 
  impressive events culminating in the release of 
  pent-up frustration. Different from the wretched 
  violence of war, riots provide a release of anger 
  that is satisfying to Peri present. Their short-
  lived existence makes them all but impossible to 
  rely upon for recovering lost life-force, but when 
  they do ignite, Peri living in that city or area will 
  most likely gather around the outbreak, if not 
  participate in it, while engorging themselves. 
   
  "More reliable and somewhat calmer are rallies 
  encouraging war or inciting others to violence. 
  The life-force present is far decreased in these 
  instances, but they are far more common, 
  particularly in warrior nations or those 
  threatened with invasion. Despite the best 
  efforts of the Twilight United Nations, supported 
  by the Tautha, there are still some nations eager 
  to invade others or willing to strike out against 
  those who would break the "international truce". 
  All Peri agree there will always be wars, for 
  without warfare our existence would be without 
  purpose." 
   
   
  THE PERI CHARACTER 
  Peri Appearance 
   
  Peri have no qualms about appearing either in a 
  human-like (Terrene) shape, or in their true 
  forms, which represent weapons (in the case of 
  the original Peri), gargoyles (Mimir’s children), 
  android-like creatures (in the case of those 
  among the Bloodstones and the Palin) or more 
  earthly elemental forms such as lava and 
  crystals. This section deals in the human-like 
  appearance of each Peri house, designated as 
  "kins".  
   
  Common to all Peri is how they distinguish 
  themselves within their own culture. The most 
  important feature a Peri prizes is the color of his 
  eyes. In whatever form they choose, A Peri's 
  eyes reflect the color of his kin as a sign of 
  loyalty. Peri of a certain kin will share features 
  with the others of his kin. All members of Kin 
  Bloodstone, for example, have black hair, black 
  skin and black eyes with flecks of red in them.  
   
  Peri wear necklaces, specifically collar-like 
  necklaces known as torques. Torques came into 
  fashion when the Peri Sindre forged the Torques 
  of Almandia during the competition with his twin 
  brother, magical collars which prevent their 
  wearers from being beheaded. From that time, 
  counterfeits of the Torques of Almandia grew in 
  popularity and eventually became a traditional 
  accessory of any Peri. 
   
  Cultural Note: Peri Eyes  
   
  All Peri’s eyes emanate a definite luster, similar 
  to that of jewels. Although most individuals 
  ignorant of immortals will consider their eyes 
  strangely colored, most attribute this to the use 
  of tinted contact lenses or a rare recessive gene. 
  When any Peri is slain, his eyes harden into the 
  mineral form of his true shape. Peri with gem 
  himsatis will leave behind two gems where eyes 
  
  Immortal Millennium Book III 
  10 
   
  existed. Gold Peri will leave two gold orbs. 
  These remains resemble the Peri’s original eyes 
  only in their shape. Otherwise, they seem to be 
  pure mineral specimens. Remarkably, these 
  eyes continue to see. Anyone who possesses a 
  pair of Peri eyes (it must be a complete pair) can 
  use them to see elsewhere. To use Peri eyes, a 
  character places one eyes where he wants to 
  see and keeps one eye with him. By closing his 
  own eyes and holding the Peri eye to his 
  forehead, the character can "see" the 
  surroundings of the other eye, no matter where it 
  is as long as the other eye is not being touched 
  by a living thing. If this happens, there is only 
  darkness. The sight of the eye can also be 
  blocked by mystical means. This sight works 
  either way, as long as neither side is touching an 
  eye from the pair. 
   
  Since Peri appear often as children, and 
  because most of their agents are also children, 
  they created the game of marbles---small orbs of 
  glass used as projectiles to knock other marbles 
  out of a circle. To successfully knock a marble 
  from the circle with your own entitles you to 
  claim ownership of it. The Peri have used this 
  game to insinuate Peri eyes into the hands of 
  children the world over, observing them for 
  possible recruitment. Overall, the eyes of slain 
  Peri are a premier spy tool. When not used as 
  marbles, they are often inlaid in other items and 
  distributed throughout the art world as 
  espionage devices. The eyes of those who have 
  fallen are also often placed in key places of the 
  Underworld, so that the Peri can observe as 
  much as they can in their vast, mysterious 
  underworld. 
   
  Peri who fall in love with one another radiate 
  light whenever within sight of their loved one. 
  This radiation continues even if the loved one is 
  slain and is considered proof of good character. 
  The measure of a Peri’s worth to his people is 
  the number of eyes that shine in his presence.  
   
   
  Outfitting 
   
  Peri always carry weapons. A Peri’s martial 
  accessory often mirror’s his own true himsati 
  and thus, his personality. Firearms are used to 
  temporarily disable an opponent, but Peri realize 
  that only hand-to-hand weapons allow them to 
  truly settle a conflict. No Peri is without at least 
  two knives on his person. Every Peri owns a suit 
  of some sort of armor, from traditional ring-mail 
  or plate-mail to more exotic, body-sculpted 
  types. When acting as mortals, Peri will 
  sometimes use Kevlar jackets to guard against 
  firearms.  
   
  The Peri use their own ancient technology in 
  answer to the growing technology of humanity. A 
  character will always have gadgets of some form 
  or another, many of which are alien to any 
  human who finds it.   
   
  Coverings 
   
  Among their own people, the Peri wear lace-
  work clothes, thin form-fitting sheets of precious 
  metals that are draped over their bodies called 
  coverings. The metal used in the Covering 
  reflects the Peri’s duty to his people. While 
  others might consider such an attire scant, the 
  Peri consider Coverings an extension of the 
  earth embracing them. Their bodies are often 
  impervious to the elements, making other forms 
  of clothing unnecessary when not among 
  humans.  
   
  Please note that to the Peri, no covering’s metal 
  is more valuable than another. The human 
  tendency to assign a higher value to gold, as 
  opposed to silver, amuses the Peri, especially 
  because of the abundant gold reserves they 
  know of.  
   
  During the dark ages and Arthur’s reign, the use 
  of coverings among mortals was common, due 
  to Peri involvement in the court.  Guinevere 
  favored gossamer veils of gold, while Arthur 
  himself wore a mesh of gold around the arm that 
  wielded Excalibur.  Morgan Le Fey, to this day, 
  wears silver covering as a tribute to her alliance 
  with the Peri and her disdain for her own people, 
  the Morrigan. 
   
  Peri of the Juggler and Highbinder Callings use 
  gold coverings.  
   
  Platinum coverings are reserved for Sleepers.  
   
  All Keepers use silver coverings. The use of the 
  silver Coverings vary widely depending upon the 
  particular Keeper. For example, a proud Keeper 
  might wear a head-to-toe armor of silver 
  coverings, or wear a simple flimsy outfit allowing 
  swift movement.  
   
  
  Immortal Millennium Book III 
  11 
   
  Used primarily by those of Slayer and Scourge 
  Calling, the Iron covering is often a black hue.  
   
  Copper coverings are viewed as beautiful in 
  their simplicity and modesty. The Probe and 
  Emissary Callings use them.  
   
  Those of any Calling whose covering is 
  enmeshed with a belt of silver, gold or other 
  metals shows their willingness to learn from or 
  cooperate with other Callings.  
   
  Gems are often embedded in the coverings of 
  Peri who have distinguished themselves in battle 
  or in the Stratagem. They are allowed to stud 
  their Covering with gems of their ranking or 
  lower, often arranging them in patterns in some 
  way recognizing a particular feat of heroism, as 
  well as any peculiar affiliations.  
   
  Some gems are used to denote members of 
  specific orders or groups. Of special note are 
  emeralds that are worn only by those of the 
  Cerulean Order and amber, which is used by the 
  Gargoyles to commemorate their dedication to 
  House Avalon. The Ladies of the Lake wear 
  coral and pearls. Diamonds are worn only by the 
  Paradigms, leaders of the Peri Callings. 
  Members of the Bloodstone dynasty wear 
  bloodstone and Members of House Ivalde wear 
  star sapphires. 
   
  Sidebar: 
  Stratagem Rankings by Gemstone 
   
  Just like the Dracul, the Peri use the color 
  scheme to denote an immortal's general rank in 
  the stratagem, this is done with gemstones that 
  they embed in their coverings.  In order they are:  
  White Moonstone, Red Ruby, Orange Fire Opal, 
  Yellow Topaz, Gray Hematite, Green 
  Aquamarine, Blue Sapphire, Violet Amethyst, 
  Black Obsidian. 
   
    
  Cultural Note: Adamantine and the 
  Kai-Ra’s Appearance  
   
  The Kai-Ra were created by the Abzulim from a 
  material known as Adamantine, the distilled 
  essence of slain earth elementals. They are 
  perpetually in their himsati forms; magnificent 
  weapons that make all others of their kind seem 
  like cheap imitations. Staring at the Kai-Ra for 
  an extended time causes the eyes to glow the 
  same blue-white as their bodies and grants the 
  watcher a resilience bonus of 1 to 3, never to 
  exceed +3. This accounts for the stony 
  substance of most gargoyles' skin. Regular 
  visitations to look upon the Kai-Ra, (according to 
  the narrator's discretion) is required to keep this 
  bonus.  
   
  The Kai-Ra glow brightly in the presence of any 
  elemental (primal). They glow red in the 
  presence of the Deepwalkers, their Abzulim 
  creators.  Each of the Kai-Ra was forged in the 
  prototype of a common weapon, known to the 
  Peri as the Nine Exalted Forms: the staff, 
  dagger, knife, ax, mace, sword, and polearm.   
   
  Peri Himsatis 
   
  All Peri possess the artifice nature, which allows 
  them to assume lesser versions of one of the 
  nine exalted forms of the Kai-Ra. They may also 
  assume a pure mineral form, appearing as a 
  humanoid carved from the appropriate stone. 
  And they may assume human shape and appear 
  completely human. Anyone uplifted into their 
  ranks has his himsati changed into a mineral, 
  although it's animal attributes also remain. This 
  is chosen by the player or, in the case of a non-
  player character, the random whim of the 
  narrator.  
   
  Appendix x is a list of minerals and the traditions 
  associated with each one by the Peri. Peri will 
  often judge one another based on the mineral 
  type of the himsati, since this signifies, in their 
  eyes, part of the persons destiny.  
   
  The Nine Exalted Forms 
   
  Among the Peri there are nine honored weapons 
  of war (thus making the number nine sacred to 
  the Peri as a whole) that sprang from the original 
  nine Kai-Ra. These weapons, the sword, pole-
  arm, staff, dagger, mace, arrow, ax, hammer 
  and spear are the nine exalted forms.  
   
  Each of the nine exalted weapon himsatis reflect 
  certain ideals and fill a certain niche within Peri 
  society. This can be further modified by the 
  material in which the weapon is made (Appendix 
  x). For example, a Sword represents the 
  perfectionist, a righteous blade of conquest. If 
  
  Immortal Millennium Book III 
  12 
   
  the sword is made of Turquoise, the Peri is also 
  faithful to his loves and quests. 
  Narrators Note 
   
  The himsatis given are merely guidelines to 
  follow. The particular personality of a Peri 
  persona will likely be slightly different. Using 
  these guidelines however, a wide variety of 
  personalities can be developed as these reflect 
  the inner spirit of the character. For example, a 
  Peri Keeper could act as a caregiver, helping 
  and nurturing an Ingenue back into the immortal 
  society, while another could faithfully defend her 
  master until death without showing any emotion. 
  Both exhibit the Pole-arm himsati's 
  characteristics, but show them in different ways. 
   
  While in his weapon form, a Peri has the same 
  attributes as his human form, therefore a sword 
  made of glass can be stronger and inflict more 
  damage than a sword made of steel if the glass 
  sword’s attributes are higher. 
   
  Virtues  
   
  A weapon’s virtue 
  is a code of 
  conduct in which a 
  Peri who belongs 
  to its class must 
  observe to 
  maintain his class’ 
  reputation. Sword 
  Peri, for example, 
  have the virtue (or 
  reputation) of 
  being courageous. 
  Any Sword Peri who exhibits cowardice brings 
  shame upon himself and his entire class of 
  weapon. The brotherhood that exists between 
  members of the same weapon can be withheld 
  from those of its members who consistently 
  disregard its virtue. Keep in mind that outside 
  the need to maintain their reputation for virtue, 
  members of any one weapon class are not allied 
  in any other fashion outside of familiarity. 
  Generally a sword who meets another sword will 
  listen to his words (if the meeting is friendly) or 
  seek to defeat him (one sword to another) if the 
  meeting is hostile.  
   
  Sword (The Perfectionist) 
  Forged in the deeps of the Underworld, Peri of 
  the Sword himsati were created as righteous 
  blades of conquest. Smiting all who fall before 
  them, they are convinced of their righteousness 
  and ignore the opinions of others. However, they 
  are not always confident in their minds and are 
  often struck by doubts that they may not be in 
  the right. 
  Preferred Callings: Scourge 
  Virtue: Courageous  
   
  Polearm (The Giver) 
  Created as one of the last weapons of the 
  Abzulim, the Pole-arm himsatis were crafted into 
  tall beautiful defenders of the Abzulim's treasure 
  hordes. As such, they are ruled by a desire to 
  protect and defend those around them. This 
  need to be useful strikes them with grief when 
  they fail.  
  Preferred Callings: Keeper 
  Virtue: Devoted 
   
  Staff (The Dreamer) 
  The first of the original weapon himsatis, the 
  Kai-Ra created the staff from lifeless Sunedrion 
  wood as a bringer of purity. Soon, the Knife and 
  Spear were created and the Staff forgotten. For 
  this, Peri of the Staff never forgot this neglect 
  and now seek to regain their lost glory through 
  conquest, usually against the agents of the 
  Sanguinary within the Morpheum. 
  Preferred Callings: Sleeper 
  Virtue: Pure, good 
   
  Dagger (Tragic Romantic) 
  Created as side arms of the fiercest warriors, 
  Dagger Peri rarely see any real combat unless it 
  has reached the most desperate of stages. In 
  this, the Dagger Peri exalt. Nevertheless, this 
  happens rarely so immortals with this himsati 
  more often are left with only fantasies of such 
  glory. They always hope for better times in 
  which they will be the celebrated warriors like 
  the Swords and Axes. In the meantime, they are 
  passionate individuals who create incredible 
  beauty but are never satisfied with anything they 
  make. 
  Preferred Callings: Emissary 
  Virtue: Passionate 
   
  Mace (Observer) 
  Created as the weapons of justice for the Kai-
  Ra, the Mace and Hammer himsatis all share an 
  emotional distance from others. They attempt to 
  remain detached from all so that they can 
  remain impartial in their work.  They try to keep 
  their work separate from their social lives, but 
  often fail.  
  Preferred Callings: Probe 
  
  Immortal Millennium Book III 
  13 
   
  Virtue: Just 
   
  Arrow (Devil's Advocate) 
  Forged as the second of the weapons, Arrow 
  Peri were made to kill from a place of 
  concealment and distance; thus they are 
  weapons of deceit. As such, they are ruled by an 
  internal struggle of morals. On the exterior, they 
  seem scoundrel and heretics, questioning 
  authority and everything else, but inside they are 
  skeptical of even themselves.  
  Preferred Callings: Highbinder 
  Virtue: Self-sacrificing/Innovating 
   
  Ax (Epicure) 
  Always intent upon enjoyment, the Ax himsati is 
  ruled entirely by its passions and desire for 
  novelty. While a strong warrior in combat, the ax 
  is most at home when not warring, enjoying a 
  good dance or a beautiful lover.  As such, the Ax 
  Peri can be the most unreliable immortals as 
  they never want to miss out on anything and end 
  up missing much. 
  Preferred Callings: Juggler 
  Virtue: Adventurous 
   
  Hammer (Boss) 
  The Hammer is blunt and lacks elegance, and 
  as such, it is a himsati requiring great respect, 
  but is excessive in everything that it does. 
  Forcing their will upon others through might, the 
  Hammer Peri often create more enemies than 
  friends. Still, they make unquestionably powerful 
  allies. 
  Preferred Callings: Slayer 
  Virtue: Strong 
   
  Spear (Mediator) 
   
  Third of the weapons forged was the merging of 
  Knife and Staff to form Spear. Peri of this 
  himsati are often leaders though they would 
  prefer otherwise. Internally, they would abandon 
  this role to live a quiet life by themselves, but 
  somehow they are thrust into the role of head of 
  whatever group they take part in. This may be 
  because they know others so well and put the 
  needs of the group before their own. Spear 
  immortals, forced into stressful roles, are prone 
  to addictions to escape their awesome 
  responsibility.  The Kai Ra known as Solitaire 
  was the Spear. 
  Preferred Callings: Any or Rooks 
  Virtue: Empathic 
   
   
   
  Sidebar: Peri Uplifting 
   
  Those who are uplifted into the Pride (with the 
  exception of a very few) undergo a special 
  transformation into a mineral form. The 
  ceremony is always performed in an 
  underground shrine known as Candlegate. An 
  underground cathedral of fantastic 
  craftsmanship whose actual location is secret, 
  known only to the ruling elite, Candlegate is 
  actually a mantle. 
   
  At the conclusion of the ritual, the pledge falls 
  into a deep sleep. During this sleep, his body 
  transmutes itself into the appropriate mineral. If 
  the mineral is metal, the pledge is taken to the 
  Foundry, melted down and made into a weapon. 
  The Artifice gift is bestowed upon him. 
   
  Grotesque (Peri Gift for Gargoyles) 
  This himsati nature allows a gargoyle to meld 
  himself with architecture so as to become part of 
  it, composed of the same material and showing 
  the same wear or erosion as his surroundings. 
  Negated by a blue (perception) roll of 12 or 
  more. 
   
   
   
   
   
   
  
  Immortal Millennium Book III 
  14 
   
  Chapter 2: Seekers of Destruction 
  "Never take the same path home" 
  -- Peri Keeper Maxim 
   
  Enemies of the Peri 
  Drove Azhoth 
  (The Vampire Blades)  
   
  The himsati of Azhoth 
  appear as obsidian 
  weapons, they are all razor 
  sharp, often with saw-
  toothed edges. All Azhoth 
  appearing in human form are 
  black as pitch, appear to 
  have sharp features with 
  black hair and milky red eyes 
  filled with a white asterism. 
  They wear sunglasses to 
  conceal this fact. They are 
  often very emaciated. 
  Mortals who touch an Azhoth 
  who is in himsati form have 
  their blood sucked out. An 
  Azhoth blade will also exude 
  the accumulated blood of 
  those it has preyed upon to 
  become too slick to handle. 
  In an enclosed area, an 
  Azhoth blade can release 
  enough blood to fill a room to 
  the ceiling and drown 
  anyone within. Azhoth blades also have a 
  proclivity of breaking off in a wound and 
  consuming a person from the inside, causing 
  him to slowly waste away into a mere skin-
  covered skeleton.  
   
  All Azhoth are cursed with to cause magnetic 
  disruptions, including compasses going wild and 
  watches stopping. They are always having 
  problems with technology as cars often stall on 
  them and computers suffer frequent crashes 
  when they work on them. As a result Azhoth 
  typically avoid high tech answers, preferring to 
  work with simpler mechanical devices. As a 
  reflection of their past existence as members of 
  House Ivalde, the Azhoth are brilliant artisans, 
  although their creations are always cursed in 
  some way to harm those who possess it. Like all 
  drove-members, the Azhoth must continually 
  return to the world of dreams to heal 
  themselves.  
   
   
  Cannibal Drones 
   
  These creatures are 
  mechanical constructs, 
  usually in the shape of an 
  animal. The first generation 
  of these machines were 
  created by the Ivaldi in the 
  initial construction of their 
  Doomsday Device. The 
  creatures escaped the 
  laboratory into the 
  underworld. Whenever Peri 
  came upon them, they 
  squashed them. At length, 
  encounters of the runaway 
  machines tapered off to 
  nothing. 
   
  The middle ages saw the 
  return of the cannibal 
  drones. They were known 
  as golems to many a 
  medieval sorcerer who captured them as 
  mechanical servants, overcoming their internal 
  "programming" with the power of their own will.  
   
  The industrial revolution caused the drones to 
  emerge in greater number, for the technology of 
  humans was evolving to the point where spare 
  parts could be stolen by the drones and taken 
  underground to repair themselves or to build 
  offspring. Each new generation became more 
  specialized, but still the drones remained slaves 
  to any human mind which enslaved them.  
   
  Independence of the drones has come during 
  this century after the creatures began stealing 
  computer equipment. Assimilated into their 
  
  Immortal Millennium Book III 
  15 
   
  species, artificial intelligence and batteries 
  replaced the life-force installed by the Peri. Now 
  the drones became fully independent creatures 
  immune to the power of human will. Each 
  succeeding generation is now sleek, 
  miniaturized and more intelligent than older 
  generations. They constantly attempt to break 
  into high-tech installations to cannibalize the 
  latest technologies and to add it to succeeding 
  generations. Since the Peri very much have their 
  fingers on the pulse of technology, their 
  Highbinders and Slayers are 
  constantly hunting them down. To be 
  given such a task, although important 
  to the Pride, is generally a sign of 
  disfavor from a Peri’s superiors. 
   
  Never before considered especially 
  dangerous, the Peri now fear their 
  independent intelligence is causing 
  them to evolve into a dangerous 
  species of android. The Cerulean 
  Order are at the forefront of 
  searching for these creatures and for 
  the central intelligence which 
  constructs the newest generations. 
  The rings of members of Cerulean 
  Order permit them to take control of 
  even a late generation drone as long 
  as they can touch them.  The Ivaldi 
  lay claim to the entire species and 
  work to retrieve them. 
   
  Appearance 
  Older generations of the cannibal 
  drones are bulky and would be considered by 
  many as works of art. They are more organic in 
  appearance, resembling mythological insects, 
  serpents, cats and other creatures. Many of 
  these have run out of power and are inert. The 
  age of steam engines spawned a new 
  generation, as did age of fossil fuels. The fossil 
  fuel generation runs on gasoline and often raid 
  cars or gas stations to procure precious fuel. 
   
  The newest generation of drones are beautiful, 
  silicate things powered by batteries, micro-
  mechanisms and fiber-optic cables. They are 
  often embellished with LED displays and other 
  lights, camera lenses (cannibalized from 
  camcorders) and contain hard drives stolen from 
  computers. With larger hard drives and more 
  RAM memory, the drones are becoming able to 
  perform more functions and are rapidly 
  becoming less specialized. Though mostly 
  miniaturized devices resembling glass wasps, 
  serpents and other small animals, a number of 
  unexplained murders have led the Peri to accept 
  the fact that giant versions, perhaps specialized 
  assassin units, are emerging. Recent attacks of 
  drones on nuclear power plants have caused 
  immortals to increase security to prevent the 
  creatures from stealing plutonium, and thus a 
  long-lasting power source. In the coming age of 
  super technology, the cannibal drones are 
  certain to become a menace.  
   
   
  The Cold Virgin 
   
  Background 
  This creature is an elemental 
  immortal, a primal who was 
  never enlightened, but who fell 
  into the thrall of the Sanguinary 
  when the rest of her people 
  were flocking to the Bloom. In 
  her isolation she waited in the 
  far north, accumulating layers 
  of ice until she became a large, 
  intelligent poisoned glacier. The 
  glacier has moved about 
  through the ages, swallowing 
  ancient cities within it’s girth. It’s 
  interior is vastly larger than it’s 
  outer appearance suggests. 
  After the last ice age she 
  awoke, and was able leave her 
  vast glacial body in a human-
  like form to stalk humanity. 
   
  Today the Cold Virgin is attempting to send her 
  dark water through waterways and into the 
  underworld in attempts to poison the Yggdrasil 
  tree (and any other Sunedrion member). Her 
  minions, undead creatures that, as mortals, 
  froze to death while wandering the splendors of 
  her glacial vaults battle the Peri for egress into 
  the Underworld. There are many ancient 
  treasures to be plundered within the depths of 
  her glacier, but the only hope of escape from 
  such a fool-hardy mission would depend on the 
  humanoid extension of her form to be absent 
  from the glacier. This extended form can return 
  to the glacier quite rapidly, flowing like 
  quicksilver through the water-table of the world.  
   
  There are many cults dedicated to her as an 
  antithesis to the Virgin Mary. They toil to bring 
  utter misery on humanity with the rationale that 
  they will attain great power when the Cold Virgin 
  
  Immortal Millennium Book III 
  16 
   
  rises at the end war as one of the Sanguinary’s 
  lieutenants. She is dedicated to the destruction 
  of Yggdrasil, the Tree of Light in Avalon. She 
  also has frequent battles with the Styx, the 
  subterranean water Primal.  
   
  Appearance 
  In human form she appears as a strung-out 
  junkie and lives wherever toxic human waste is 
  found. These she gathers and returns to her 
  glacier to further poison it. She and her minions 
  work toward the destruction of earth’s 
  ecosystem. Her actions are unpredictable, but 
  many immortals, especially the Peri and the 
  Tautha hunt her in hopes of destroying her and 
  recovering the lost cities, lands and treasures 
  within the glacier. 
   
  The glacier is located somewhere in the 
  Himalayas. It is black and buried by normal 
  glaciers which conceal it’s terrible presence. The 
  glacier causes frequent avalanches as it creeps 
  across the high mountainous regions of that part 
  of the world.  
   
   
  The Deepwalkers 
   
  Background 
  These ancient Abzulim warlords are by far the 
  most feared specters in the oral tradition of the 
  Peri.  Bred as the ultimate killers of Elementals, 
  their cunning and malice is second to none.   
   
  It was the Deepwalkers who forged the original 
  Kai-Ra and used their terrible destructive 
  powers to slaughter enemies of the Abzulim 
  royal family. Soon their duties became specific---
  to destroy Elementals wherever encountered. 
  This continued until the Elementals underwent a 
  transformation into beings of purity. The Kai-Ra, 
  encountering this purity, refused to harm another 
  of their kind. This vow made the weapons 
  useless to the Deepwalkers, who abandoned 
  them on the battlefield and fled to their citadels 
  when the Elementals rose against the Abzulim in 
  their own purge.  
   
  Among the Deepwalkers, the most terrible is 
  Alu. His will is so strong that it seduced his Kai-
  ra weapon, the dagger, into evil. While some of 
  the Deepwalkers are rumored to lie imprisoned 
  in the Anopheles’ vaults, some certainly roam 
  free, including Alu. The Deepwalkers will very 
  rarely be encountered unless they wish to 
  destroy an enemy personally. Their evil is so 
  acute that they are unable to disguise their 
  corruption. Only Alu is the exception, and 
  because of his iron will can appear as most any 
  creature, immortal or otherwise.  
   
  The Peri are haunted by the memories of these 
  ancient enemies and acknowledge that there are 
  those among them who are unknowing pawns in 
  the schemes of these ancient evils. Because the 
  Deepwalkers gave part of their essence into the 
  creation of the Kai-Ra, these weapons can be 
  used to slay them. House Avalon possesses the 
  only Kai-Ra, Caliburn (known to mortals as 
  Excalibur.) The Ladies of the Lake allow his 
  sword to come forth whenever they suspect a 
  Deepwalker is involved with their affairs, such as 
  was the case during the reign of King Arthur. 
  The only other weapon that will harm a 
  Deepwalker is one imbued with palladium or 
  made of Sunedrion wood.  
   
  The Deepwalkers were known as: 
  Alu, the Swallower 
  Benatu of the Barbed Lips 
  Doradoth, the Eye-taker  
  Etrosk, the Fanged 
  Ingadia, the Vile 
  Melheyon the All-eater 
  Shiakata the Raker 
  Tormad the Relentless 
  Unamal the Flayer.  
   
  Sidebar: Deepwalker Armor 
   
  Like all Abzulim armor, that of the Deepwalkers 
  is a blend of Darkle technology, mystical power 
  and living flesh, deadly and highly resistant to 
  damage. It is imbued with a number of himsati 
  natures that can be activated at will by its 
  wearer.  Thus, the armor can grow claws, wings, 
  tentacles, serpentine coils, and a host of other 
  natural weapons. 
   
  Only palladium or a Kai-Ra weapon will pierce it. 
  All other weapons do no damage at all to the 
  armor. Their cloaks allow them and whatever 
  they ride (horses, for example) to fly, walking or 
  galloping on air. If a Deepwalker is killed, his 
  armor must be scattered, or will function as a 
  robot-like entity, carrying on the will of it’s 
  master. It must be separated to keep this from 
  happening but, unguarded, the pieces will 
  escape and reform the armor once more. 
  
  Immortal Millennium Book III 
  17 
   
  Ganeida, the Seductive Dragon 
   
  Background 
  Originally a human who learned many of the 
  magical arts offered by the Dark Ages, Ganieda 
  quickly fell into the thrall of the Sanguinary, who 
  offered her great power in her dreams and who 
  increased her lore in strange, twisted ways.  
  Despite her corruption, she was beautiful and 
  youthful, a candidate for recruitment into the 
  Peri. Through complex and clever means, she 
  was able to get herself sponsored to the Peri. 
  Her position was secured when she used her 
  powers to capture the fancy of Sindre, who had 
  succumbed to despair and had been immobile 
  for years. Awakening from his trance, he was 
  profoundly grateful to the enchantress, calling 
  her his sister and uplifting her into the Pride. 
  Once immortal, she began learning all the lore of 
  the Peri, particularly how to unlock the power of 
  stones and to combine this released power into 
  forged weapons and other items. She quickly 
  mastered the lore of even the greatest masters 
  and then surpassed them. Soon after she 
  created a quiet culture called the Nibelung as 
  assistants at her forge. 
   
  Hearing a tale of a stone that reputedly fell from 
  Satan's crown during his fall from heaven, 
  Ganieda suspected it was part of the Sanguinary 
  and sent her servants, the Nibelung to recover 
  the stone. It turned out to be one of the seven 
  Ch’I Pao, the largest shards of the Sanguinary in 
  existence (see the Dracul Sourcebook for more 
  detail on the Chi’Pao).  Using this green stone 
  and her lore, combined with the power of belief 
  emanating from her mortal servants, she was 
  able to melt it down and create a charm of 
  immense power, fortified with the blood of Peri 
  she'd murdered. She used this charm to weave 
  a spell of compliance over the Peri, and to 
  impregnate the females to bear special warriors 
  forever tied to the power of the charm.  
   
  Devoted to the Sanguinary, she recieved 
  instructions in her dreams that she must kill the 
  child Merlin, an emmissary of the sunedrion, 
  who had come to Britain to oversee the birth of a 
  very special mortal, Arthur Pendragon.  Ganieda 
  used her arts to take the shape of a dark dragon 
  and wandered Britain in search of him.  A Ki-Rin 
  of the Dracul, sensing her presence, pursued 
  her to a cave underneath a hill. Their battle, 
  which raged for years, caused attempts to build 
  a citadel there to constantly fail. After 
  vanquishing her foe, Ganieda was anxious to 
  lure Merlin to his doom by convincing the 
  humans that his blood had to be mixed with the 
  mortar of the stronghold’s bricks in order for it to 
  stand.  Her plot failed and she was driven out of 
  her lair. Her plot to destroy Merlin was 
  constantly foiled. She finally determined to slay 
  Arthur himself, whose Bright Blood pained her 
  and whose dreams were immune to the 
  whispers of her master. Her rage against him 
  reached its zenith when he used his own power 
  to break her charm over the Peri, setting them 
  free and causing her to lose her sanctuary. 
   
  Her attempts to murder Arthur were blocked by 
  immortals interfering on his behalf, so she 
  changed her tactic to corrupt him instead, and to 
  rob his power in hopes of restoring her charm's 
  thrall over the Peri.  This proved more 
  successful, especially when she lured his wife 
  Guenevere into a love affair with Lancelot, his 
  best friend.  Weakened, Arthur became isolated 
  from the immortals that adored him, allowing 
  Ganieda to seduce him and bear a mostrous 
  child, Mordred, to succeed him on the throne.   
  Served by Spectral Knights, the animated 
  corpses of mortals who died in their sleep, she 
  hounded Arthur and his Round Table knights 
  and reestablished her hold over the Peri until 
  Percivale, one of Arthur's trusted men, 
  discovered the power of the Holy Grail and 
  destroyed Ganieda's charm forever. In the last 
  battle for his kingdom, Arthur was killed by 
  Mordred, who he also slew. Excalibur, given to 
  him by the Ladies of the Lake, was returned to 
  the Peri. Ganieda was slain, but never forever. 
  She would rise again in the centuries beyond the 
  end of Camelot's golden age.  
   
  Appearance and Goals 
  Ganieda can appear in two forms, one human-
  like an extremely comely, the other dark and 
  reptilian, a dragon shape. Either are dangerous 
  to encounter. In human form, Ganieda is 
  charming and often moves about human society 
  as a young nanny, seeking out children in the 
  modern era who possess the "bright blood" and 
  slaying them in hopes of preventing the foretold 
  rebirth of Arthur.   
   
  The Narrator can provide attributes to Ganieda 
  as he wills; she can be killed with concerted 
  effort, but at a high price. Wherever she lairs, 
  there are items (especially jewelry) of 
  unsurpassed craftsmanship. She’s made them 
  herself, and each carries a curse to anyone who 
  
  Immortal Millennium Book III 
  18 
   
  she gives them to. Stealing one such item, 
  however, negates its curse---Ganieda must put 
  the item in the hand of her victim and have him 
  or her accept it freely. 
   
   
  Spectral Knights 
   
  History 
  During the Dark Ages, a group of avaricious 
  knights came upon a wounded dragon, the black 
  form of Ganieda after her combat with a Ki-Rin 
  from Pride Dracul underneath a stone hill. 
  Believing they could nurse the creature back to 
  health and use it to help seize lands in Britain, 
  they were instead seduced in their dreams by 
  the creature in Ganieda’s fair maiden form. 
  Unwilling to leave their dreams and the beauty 
  of their lover, the brothers died in their sleep. 
  Their corpses became undead servants of the 
  dragon, who forged for them suits of armor, 
  each its own distinct color.These creatures were 
  sent to disrupt the surrounding lands, making it 
  more difficult for King Arthur to keep order. 
  Although slain with their mistress, the knights 
  are only banished while she is absent from the 
  material world. When she rises, they rise. 
   
  The spirits of the spectral knights remained in 
  the dreamworld, where they became slaves as 
  well. They became heralds of terrible nightmares 
  to shake the foundations of human resolve and 
  to turn prospects toward the Sanguinary. They 
  are still a force in this realm today, battled by 
  Sleepers from the Peri and Tautha Prides. 
  Because they are still mortal (yet undying in the 
  strange dimensions of the dream world) they are 
  among the most powerful dream denizens 
  known.  
   
  Appearance 
  There are five spectral knights, each with a suit 
  of macabre mystical armor, forged by Ganieda, 
  in a dark, distinctive color (black, red, white, 
  green, blue). The armor contains the embalmed 
  corpses of the knight’s corporeal flesh, and is 
  horrifying to look at. The armor is still buried 
  somewhere in England today.  
   
  The Armor of the Spectral Knights 
  Any human who puts the armor on will find 
  himself in the same horrible trap as the previous 
  owner, seduced into the dreamworld while his 
  body dies of starvation. An immortal who finds 
  and puts on the armor will find it possesses the 
  ability to walk through any material that does not 
  contain human faith, as if he were a spirit.  
   
  Each suit of armor also has a cloak of similar 
  hue. The cloak is lined with a dark material 
  which, when gazed into, reveals hideous images 
  from the world of dreams. Anyone who is foolish 
  enough to stare into the lining of the cloaks fall 
  asleep and are drawn into the dream-world, 
  there to face whatever horrors the Spectral 
  Knights furnish. The wearer of the cloak, when 
  allowing its power to manifest, cannot otherwise 
  attack the target of power. Characters staring at 
  the cloak must make a red roll of 15 or more to 
  resist its power, adding ranks of the talent Light 
  Sleep to the roll if they possess it (see sidebar). 
   
  If not animated, the Spectral knights are aware 
  of anyone who steals their suits of armor, and 
  will focus their efforts to rid the thief of the item. 
  If animated, the spectral knights will physically 
  pursue the thief to recover the armor. The armor 
  heals itself of all damage during a new moon. 
  Unlike Deepwalker armor (see above) the armor 
  of the spectral knights can be rendered 
  harmless by scattering the pieces and burying 
  them. This does not, however, guarantee that 
  the other knights will not attempt to recover the 
  pieces.  
   
   
  Wormine (The Black Druids) 
   
  History 
  Part of the true Illuminati,  this ancient sect of 
  corrupt druids were allied with the Azhoth and 
  helped them battle the Peri. They secreted 
  themselves amidst the Lapis followers who 
  descended deep into the earth. When the Peri 
  took them in, the Wormine kept themselves 
  concealed among their honest associates and 
  bided their time learning as much as they could 
  about the Underworld. Meanwhile, they covertly 
  gathered support among the growing Lapis 
  Quiet Culture.  
   
  
  Immortal Millennium Book III 
  19 
   
  It wasn't until 1097 AD that they made their 
  move, attacking Peri outposts using the power of 
  their own faith to warp all those they found in 
  Arcadia. Because the Peri had already been 
  greatly weakened and only a fraction of their 
  forces remained, the Wormine sorcerers were 
  wildly successful, forcing the Peri to retreat from 
  this area completely. This allowed the Wormine 
  to build their own defenses, some taking the 
  knowledge gained from the Peri to construct 
  fortresses against them.  
   
  Eventually, the revitalized Peri pushed them 
  back into the darkest corners of the Underworld, 
  but now they were strengthened by the 
  Sanguinary. They continue to haunt the 
  Underworld along with all of the other minions of 
  the Sanguinary to this day. But, many have 
  since found exits from their Underworld prison 
  and have recruited help from human criminal 
  elements to aid them in their battle below. Ruled 
  entirely by the Sanguinary, they work against the 
  Peri at every step. They know about the Holy 
  Grail and are seeking it themselves. Recently 
  they have allied themselves with strong warriors 
  to match the Peri's martial might, but this alone 
  will not be enough to permanently destroy their 
  chosen foe. Instead, they are working to bring 
  humans into the Underworld and expose it to 
  human exploration; thereby spoiling Peri plans 
  to remain secretive. 
   
  Appearance 
  Wormine sorcerers dressed in their traditional 
  Druidic clothes for centuries. Black robes and 
  body paint are used to intensify their magic. In 
  recent times the sorcerers took to shaving their 
  heads and all of their body hair to avoid 
  infestation by the many insects that inhabit the 
  Underworld. This is one way that the Peri 
  identify them by. They typically carry swords and 
  sickles. When Wormine surface in the Mortal 
  world, they typically adopt the popular dress of 
  the time and place they emerge, preferring long 
  concealing clothes without much decoration. 
  They dress almost exclusively in black.  
   
  
  Immortal Millennium Book III 
  20 
   
  Chapter 2: The Armories 
  "A Stronghold is only impenetrable when 
  the enemy believes it is." 
  -- Mimir 
   
  The Underworld 
  Deep under the Mortal world there lies the 
  Underworld. A labyrinth of gigantic caverns, 
  winding passages, gaping chasms and 
  bottomless crevasses, this world of darkness is 
  home to a host of mortal and immortal beings.  
  This is the land of the Peri, where the immortals 
  that sought its protection forged homes from the 
  rock.  At times unrivaled rulers of the 
  Underworld, at others the exiled few, the Peri 
  have maintained an almost constant presence in 
  this cavern world since their earliest beginnings. 
  They have fought the Sanguinary's minions 
  throughout time in this land and have pushed 
  out immortal invaders from above. However, 
  despite all of this, the Peri cannot be considered 
  the sole inhabitants of the Underworld, there are 
  many factions that would dispute this claim and 
  due to the vastness of the land, it is a difficult 
  claim to make at best. Though the Peri may 
  know almost every cave and passage, there are 
  still parts that Peri eyes have never fallen upon. 
  In these nooks and crannies other forces fester 
  and wait for a time when they might challenge 
  the Peri presence for control of the Underworld. 
   
  Yet, underneath this world, there lies the 
  Foundry, a fortress even deeper and hotter than 
  the blackness of the Underworld. This is where 
  the Peri found their beginnings, where the 
  Deepwalkers forged from them from the mineral 
  elements. Few Peri venture this far 
  underground, for the Foundry is an ancient place 
  built by the alien Abzulim and filled with 
  unpleasant, eternal living traps. 
   
  There are entrances into the Underworld 
  throughout the Mortal world, mainly through 
  deep cave complexes, such as the Odyssey 
  Cave in the Nullarbor region in Australia; the 
  Schwersystem in Austria; the Jean-Bernard 
  Cave in the Alps; the Sistema Purificacion in 
  Mexico; Optimistrcheskaya in Russia and Jewel 
  Cave in the Black Hills of the United States. 
  Hundreds of other openings exist, but may not 
  be as well known. In any case, they are often 
  hidden from twilight detection, but an immortal 
  would have a good chance of noticing them if 
  they happened upon them. 
   
  The Underworld itself is composed of seven tiers 
  and six regions. The first two tiers are linked 
  closely with the Mortal world, comprised of the 
  first two-dozen miles beneath the surface. The 
  other tiers, pushing deeper under the Earth's 
  crust house the true Underworld, hidden from 
  the humans and muffling any Ripples that could 
  escape into the Mortal world above. Below the 
  tiers there lies the Furnace, unknown to most 
  immortals, it is the place where the Primals 
  forged the Peri so long ago, and where the Palin 
  dynasty was formed just a few hundred years 
  ago.  
   
  The regions of the Underworld extend down 
  through the tiers, ending with the Furnace, which 
  is a separate region unto itself.  The deeper the 
  tier, the more fortified strongholds a traveler will 
  find.  The Peri maintain their creche, the Hearth, 
  on the Fifth Tier.  The six regions are composed 
  of: Arcadia, Acheron, the Barrens, Gehenna, the 
  Inferno and Tarterus. Most of the regions stretch 
  from pole-to-pole comprising a distinct territory 
  of the Underworld.  
   
  Like the Mortal world, there are many features 
  that define and represent the Underworld's 
  wondrous beauty. Central to its nature is the 
  Walk, a continuous pathway criss-crossing the 
  whole of the Underworld and connecting all of 
  the regions together into a coherent whole. 
  Created by the Peri millennia ago, it has since 
  fallen into disrepair and is coveted by all who 
  live here as the fastest means of traversing the 
  vastness of the Underworld. Similarly, the river 
  Styx can be found flowing in the deepest levels 
  of the Underworld, passing through 
  undiscovered caves and engulfing all those that 
  
  Immortal Millennium Book III 
  21 
   
  touch its waters. In addition, there are many 
  wondrous features and fortresses that lie hidden 
  throughout the Underworld, awaiting 
  rediscovery.  
   
   
  Tiers of the Underworld 
   
  First Tier  
  The First Tier of the Underworld is still part of 
  the Earth's crust and is considered by the Peri to 
  be a part of the Mortal world as it has been part 
  of the twilight's domain for so long. These 
  consist of the caves and caverns that mortals 
  have lived in and explored so thoroughly. They 
  are used to exit and enter the Underworld, but 
  otherwise remain barren of any real Underworld 
  activity or features. This Tier's greatest interest 
  lies in the many rockformations that were formed 
  naturally and the mineral deposits that were so 
  easily accessed by the mortals. The 
  temperatures of the caves of this Tier tend to be 
  representative of the moderate climates of the 
  areas above. They also are closely tied to the 
  particular region they are found in. 
   
  Second Tier  
  The Peri share the same indifference for the 
  Second Tier of the Underworld as the First. 
  Though the discovery of this region by the 
  humans is more recent (the last two hundred 
  years), the Peri nevertheless wanting to remain 
  secretive have avoided this Tier as ripples can 
  still leak into the Mortal world above and they 
  are loathe to bring the wrath of Nimrod down 
  into the Underworld. Nevertheless, this region is 
  filled with all kinds of unique life forms that can 
  exist in its perpetual darkness. The rock 
  formations in the Second Tier can be utterly 
  spectacular as they have been disturbed very 
  little over the millennia. In addition, at this level, 
  the caves take on a cool temperature and are 
  quite comfortable to live in, if not a little cool. 
   
  It is in this Tier that paths into the lower Tiers 
  can be found hidden behind secret corridors and 
  hidden doorways. At one time, the passages 
  were visible to all, but the Peri and other 
  immortals venturing underground soon realized 
  the humans would reach this Tier and to prevent 
  deeper exploration, a clandestine effort to 
  conceal and misguide was launched. 
   
  Third Tier  
  Deep beneath the earth's crust, the Third Tier 
  marks the first real Underworld passages where 
  worn paths and much activity can be found. This 
  Tier is characterized by luminous lichen which 
  covers many corridor's walls, illuminating the 
  passages for those whose eyes cannot 
  penetrate the murky blackness. This Tier is well-
  known to most Underworld travelers, being well-
  traveled and lacking the unspoiled beauty of the 
  Second Tier. The warm climate of this Tier, as 
  well as its relative stability make it a pleasant 
  home for those who dwell here, such as the 
  Terat who like to keep their connections to the 
  Mortal world close at hand. This Tier also 
  features the river Styx, which some Terat use to 
  traverse the Underworld, preferring not to travel 
  on the Walk with its many dangers. Only 
  Chaeron, an immortal of unknown lineage 
  travels its water with complete impunity. Wise 
  immortals contract his services if they wish to 
  use its winding course to travel through the 
  Underworld. 
   
  Fourth Tier  
  On the Fourth Tier, known as the War Burrows, 
  little of beauty remains. This Tier, home to the 
  Walk, has long since been mined out by droves 
  and Peri in an effort to support their war efforts 
  which then ravaged the Tier's most precious 
  sites and left them ruins of what they once were. 
  This hot and dank Tier is without much charm, 
  home now to the remnants of ancient battles 
  and ruins of prehistoric strongholds. 
  Nevertheless, it remains the busiest region as 
  the Walk passes exclusively through it and no 
  other Tier. 
   
  Fifth Tier  
  The Peri made the Fifth Tier their principle 
  home, constructing their strongholds on this 
  level and claiming it for their own. This is one of 
  the most wondrous levels in which great stone 
  forests and carved caverns stretch for miles. 
  One section, renown as the Medusa Plains is 
  filled with statues carved by unknown Sindren 
  millennia ago. The statues are said by some to 
  move. Overall though, this Tier is a hot and dark 
  one with many winding passages and dead 
  ends. It is an easily defended Tier with few 
  connections to the rest of the Underworld, which 
  the Peri enjoy immensely.  The long-term 
  possession of this Tier has led to a great deal of 
  Peri carvings and inscriptions on the walls, as 
  well as development of caverns that they 
  
  Immortal Millennium Book III 
  22 
   
  admire. As such, arches and grand statues can 
  be found in the oddest places on the Fifth Tier, 
  often monuments to Peri achievements and with 
  a Peri outpost or stronghold not too far away. 
   
  Sixth Tier (aka the Deep Strata)  
  Beneath the Peri lands, hell can be found, a land 
  of great mineral diversity and magnificence. 
  Scorching heat and frequent earthquakes afflict 
  it, restricting most access to the most brave or 
  most desperate. This realm, known as the Deep 
  Strata is the refuge of many Underworld 
  outlaws, including some Wormine whom the Peri 
  have pushed out of the upper tiers. There are 
  few exits and more ways to die on this Tier than 
  any other. Lava flows are common and caves 
  have short lives. Nevertheless, it is a great 
  hiding place as no one, not even the Peri, knows 
  its passages. For those who brave its heat and 
  many dangers there are other rewards as well. 
  There are the jewel-filled wastelands of Avernus, 
  the hilly caverns of Dis that are rich with ore-
  veins and the steam trenches of Stygia.  
   
  There is a drove of ex-Terat known as the 
  Azazel who exist in this hell, small reddish 
  creatures that leap from dark holes in the walls 
  and strike out with spears made of obsidian. 
  They are sometimes caught and enslaved as 
  guides as they know this level like no other. 
  Unfortunately, they are extremely slippery and 
  within the blink of an eye can vanish into the 
  murky blackness. 
   
  Seventh Tier  
  If one would ever care to move down through 
  the hell of the Sixth Tier, a kind of paradise can 
  be found in the domain of the Blue Emerald. 
  Somehow shielding largely from the searing 
  heat of the magma core not so far away, this 
  Deep Strata tier offers a safe retreat for 
  prisoners of the hell above. Nevertheless, there 
  are few entrances into the Seventh Tier and 
  even fewer exits. There is little to see, as most 
  of the caverns are immense, but barren. Only 
  the Undersky holds any real interest for 
  travelers. Isolated from the rest of the 
  Underworld in a great cavern holding five cities, 
  travelers are drawn to it from all over. There, 
  ruled by the Blue Emerald, visitors are invited to 
  enjoy its hospitality and learn of its quest to 
  destroy the Sanguinary.  
   
  The Furnace  
  The deepest layer of the Underworld, actually a 
  separate region unto itself, the Furnace has only 
  been seen by a small number of immortals, 
  almost all of whom are Peri. Even the Terat who 
  have had many dealings with the Underworld 
  are unaware of this bottom-most region that 
  borders on the magma core of the Earth. 
   
  Droves and Bete Noire similar to those found in 
  the Infernal region of the Underworld have been 
  sighted in the Furnace, but in far fewer numbers 
  and only in rare circumstances. The heat in the 
  Furnace is unbearable, though there are a small 
  number of passages and caverns in which the 
  heat is muted by serenades laid on them by the 
  Kai-Ra millennia ago.  
   
  Other than the Foundry there is little of note in 
  the Furnace. The Peri have not ventured that far 
  into it, as the heat is unbearable and deadly for 
  those who overstay.  
   
  Sidebar: The Foundry 
   
  Within the Furnace region is the Foundry, an 
  ancient Abzulim fortress of vast size, many 
  secret places and strange powers. The Peri 
  come here to initiate new members of the Pride 
  in the seething fires, but the rest of the area is 
  closed to them with enchanted Abzulim locks 
  that no Peri has yet opened. It is unknown to the 
  Peri what creatures and other objects are 
  contained within this treasure-trove, for not even 
  the Cerulean Order has been able to open them.  
  The Kai-Ra were created in the fires of the 
  Foundry by the terrible Deepwalkers, who are 
  believed to still hold the key to opening the 
  place. The first generation of Peri were born 
  here as well. 
   
   
  Regions of the Underworld 
   
  Arcadia 
  Location: This region is located underneath the 
  European continent, the Middle East. It is the 
  only region that shares a "strip" with another 
  region, that of Gehenna to its south, where 
  Africa and the Middle East merge. 
   
  History: This region was originally part of the 
  Underworld that stretched under the Dominions, 
  but became a part of the Underworld when the 
  
  Immortal Millennium Book III 
  23 
   
  Shattering occurred. This forever split it off from 
  the Dominions and it took its own place under 
  the mortal world. It was the first region that the 
  Peri explored and settled. As such, it is rife with 
  Peri ruins and battlegrounds. However, in recent 
  times, twilight explorations of this region have 
  resulted in many finds that bring the mortals 
  closer to discovering the Walk. This has 
  rekindled Peri interest in this abandoned region.  
   
  Geography/Layout: Thousands of caves 
  honeycomb the areas above in this region 
  allowing ample entrances into this part of the 
  Underworld. However, only a select few contain 
  passages leading to the Walk, which the Peri 
  worked hard at concealing from those who might 
  happen into the caverns above. Nevertheless, 
  this Underworld region is close to the surface 
  and only descends a few thousand feet below 
  the surface. It is one of the most accessible 
  regions for the Peri who know it so well.  
  This region is largely composed of limestone, 
  but also contains a fair mix of chalk, 
  conglomerate, sandstone, granite and lava rock. 
  This creates a diverse atmosphere that changes 
  fairly frequently. Most fortresses are found 
  resting among granite or marble deposits, ruined 
  and forgotten after being abandoned for so long. 
  The more modern outposts utilized 
  conglomerate rock at their foundation for 
  reasons known best to Peri engineers.  
   
  The climate in Arcadia is temperate, but an 
  atmosphere of ruin hangs over it. Once home to 
  glorious battles and impregnable fortresses, only 
  remnants of its past remain. The air, which reeks 
  of death, has grown stale after thousands of 
  years of habitation. Collapsing tunnels and 
  gaping holes in the floor reveal the decay 
  overcoming this decrepit land. Even the once 
  rich mineral deposits have been mined out, 
  leaving vast caverns of rubble.  
   
  The ruins of the Citadel remain, as well as a 
  number of minor Peri fortresses. These once 
  majestic fortifications act as somber reminders 
  of a dark past. Similarly, the Wormine stronghold 
  built in 1021 remains a grim reminder of their 
  rule in this region for a short while. Now reduced 
  to rubble it holds the last words of the Wormine 
  defenders, "In Mortality We Exalt".  
   
  Denizens: Once the hub of the Underworld, 
  droves, Peri, Terat and Solitaires made this 
  region their home. Now, long after the Peri 
  abandoned it for their new creche, it rests a 
  quiet place. Few dare travel its paths for fear of 
  the Peri's return. So bitter was their resolve to 
  hold it for themselves that the immortals shun its 
  caverns and even the Sanguinary's minions 
  today shudder to pass through it, let alone stay 
  for any length of time. Only the Bete Noire of 
  ancient times would call this place home. For 
  this reason, it ranks among the Inferno and the 
  Barrens as one of the most desolate of realms 
  within the Underworld. 
   
   
  Acheron 
  Location: Running from the Arctic Circle down to 
  the tip southern tip of the Atlantic, Acheron is 
  located under the New World of the Americas. 
  Long isolated by its position between the 
  Barrens and the Inferno. 
   
  History: Long unknown to the Peri, this region 
  was only discovered when explorers from the 
  Old World reached the Americas overland and 
  found there was indeed a region between the 
  two oceans. When the Peri discovered it, they 
  found droves already infested this land and the 
  minions of the Blue Emerald had already 
  entrenched themselves firmly in this new world. 
  This meant that the Peri were not the automatic 
  rulers of this realm and many battles were 
  fought before they even gained a foothold in this 
  region. Soon though, forced from the Old World, 
  the Peri descended upon Acheron in great 
  hordes and cleared vast regions for settlement, 
  eventually allowing the construction of the 
  Hearth under Mammoth Cave.  
   
  Work to reopen the tunnels that once connected 
  the Walk to the rest of the Underworld began in 
  1854 and was completed in 1975, once again 
  stretching the Walk across the globe. This 
  marked a resurgence of Peri control in the 
  Underworld. 
   
  Today, Acheron is the center of Underworld 
  activity, as it has become the new coveted 
  region to control. The droves are fighting to 
  reassert their primacy while the Peri are 
  crushing these pockets of evil wherever they go. 
  The Walk has reclaimed its role as a battlefield 
  as many of the droves attacks center on this 
  most prized pathway. 
   
  Geography/Layout: Acheron, like Arcadia has a 
  diverse geography, consisting of similar 
  topography and mineral make-up, but on a 
  larger scale. Acheron exists on a grand scale, 
  
  Immortal Millennium Book III 
  24 
   
  with monstrous caverns acting as mini-worlds 
  unto themselves and crevasses reaching down 
  to the Furnace. The overall feel of the region is 
  of expansion. There is still many areas that 
  remain unexplored and entire networks of caves 
  that are unknown. This provides interest for the 
  Peri who love exploring. However, it also hides 
  all kinds of danger in this new land. Droves hide 
  in the darkness and Solitaires with murderous 
  intent scurry through along side passages.  
   
  The main features of this region include the 
  Gauntlet, a series of traps and ambushes 
  protecting the Hearth, which only Peri eyes have 
  ever glimpsed. In addition, several Peri outposts 
  lie scattered along the Walk, keeping it safe for 
  travelers. There are some Terat enclaves further 
  out and rumors of Solitaire cities persist though 
  none have yet been discovered. 
   
  Denizens: All species and races live in Acheron, 
  carving out their homes from the rock and 
  defending them from every other living thing. 
  The Sanguinary's influence is strong in this 
  region, resulting in hordes of droves passing 
  through on a fairly regular basis. However, this 
  is also the site of the Peri stronghold, making the 
  Peri just as numerous and just as dangerous. 
  There are a number of Bete Noire that haunt the 
  caverns of Acheron, but the cowardly beasts 
  found here tend to only prey upon solitary 
  travelers. 
   
   
  Barrens  
  Location: Underneath the breadth of the Atlantic 
  Ocean the Barrens lie devoid of sentient life and 
  largely flooded. It divides the New World of 
  Acheron from Arcadia and Gehenna and lies 
  beneath Ys. 
   
  History: Seldom visited, it would appear that the 
  Perpetual Society has never had much of an 
  interest in the Barrens. Even the adventurous 
  Peri have only launched a handful explorations 
  of it in all their time in the Underworld. Of the two 
  parties to ever return, all that was discovered 
  was a thoroughly desolate region that was too 
  vast to cross. It was supposed that nothing else 
  lay on the other end of it, so exploration ceased. 
  Even the Terat refused to take refuge in this 
  land, primarily because it is so flooded and 
  frigid. Only Bete Noire have been discovered to 
  make it their home, no doubt due to their lack of 
  intelligence. There have been no major battles 
  fought here, nor any outposts erected.  
  However, in truth, there lies a great civilization at 
  the heart of the Barrens, merging with the ocean 
  above and the realm of the Ys. While only traces 
  of Ys remain in the Barrens, there were once 
  great battles fought deep in this suboceanic 
  region that would rival all others. However, as 
  Ys is a world unto itself in many ways, most 
  immortals are unaware of this information. 
   
  In recent times, the Walk has been restored in 
  the Barrens, allowing anyone to cross it without 
  having to navigate its flooded labyrinth. Now, 
  there is far more traffic through this area, but it is 
  almost exclusively on the Walk as no one has 
  any interest in investigating what lies beyond it.  
   
  Geography/Layout: As mentioned above, the 
  Barrens are desolate without much vegetation. 
  The limestone and granite caves are mostly 
  freezing, cramped and flooded. Those sections 
  that are dry are usually filled with ice and rarely 
  have much of interest in them, stretching for only 
  a few miles before filling with ice-cold water 
  once again. There are rumors that conundrum 
  can be found here, which originally had 
  prompted Peri investigations, but it is no doubt 
  closer to the surface, where the Ys have 
  unconstrained access to it. For this reason, the 
  Peri are more apt to negotiate with the immortals 
  of Ys than explore the Barrens.  
   
  Otherwise, there is some mineral wealth that lies 
  untapped, but any sizable amount that lay close 
  to Arcadia has been mined. If one was to 
  venture any great distance in, rich deposits 
  could be found, but the resources required to 
  transport equipment in and the riches out would 
  end up a loss. 
   
  (Travel through the first few miles of the Barrens 
  results in Exposure Level 1 damage so long as 
  the persona remains dry, increasing to Level 2 
  damage if the persona becomes wet. Once in 
  the Barrens proper, Exposure damage is at level 
  2 while dry and level 3 if wet. Level 3 Exposure 
  damage is not listed in the main book, so double 
  the Exposure Period before first wound Rank 
  and Recovery Period Required.) 
   
  Denizens: There is very little life in the Barrens, 
  most of it being transient Bete Noire. Some Ys 
  immortals can be found wandering the caverns 
  deep within the Barrens, but their presence is a 
  rarity. More likely a band of Bete Noire can 
  befound near the edges waiting for explorers to 
  grow weak so that they can move in and seize 
  
  Immortal Millennium Book III 
  25 
   
  their easy prey. There are rumors of other 
  beasts that lurk in these caverns, but they are no 
  doubt unknown species of Bete Noire. 
   
   
  Gehenna 
  Location: With Arcadia to the North, the Barrens 
  lie to the West of Gehenna and Tarterus and the 
  Inferno can be found to the East. 
  Geographically, Gehenna can be found under 
  the continent of Africa.  
   
  History: Gehenna once stretched from pole to 
  pole, like all Underworld regions, but when 
  Arcadia was pushed into the Mortal world fully, it 
  crushed Gehenna into a compacted smoldering 
  concoction of what it once was. This also 
  destroyed many of the passageways into the 
  region and collapsed all of the Walk's grand 
  routes leading into it. This resulted in little 
  exploration for a long time, but when the Peri 
  grew curious, expeditions into Gehenna 
  discovered the surviving paths in. They 
  discovered a thriving region, complete with a 
  great deal of Terat influence and a number of 
  Twilight tribes already investigating the caves in 
  the Mortal world above. The Peri at first 
  ventured only a hundred miles in, cautious of 
  isolating themselves as droves had been 
  discovered as well, in great numbers.  
   
  Gehenna is the site of many battles against the 
  Sanguinary's droves, and some versus the 
  Terat. There were many powerful Solitaires who 
  concealed themselves deeper in Gehenna, 
  making it a dangerous region to travel. Even the 
  Peri are reluctant to journey through this land, 
  some believing it to be a cursed place bringing 
  misfortune to all who travel it. 
   
  To this day, Gehenna continues to be a land of 
  discovery and battle as many forces coexist in 
  this region, isolated by the many fractures in 
  passageways that isolate one cave complex 
  from another. Though the Walk has largely been 
  restored, there is a great deal of guerrilla fighting 
  from the droves that prevents easy travel 
  through Gehenna. The Peri operate a few 
  outposts, but have refrained from constructing 
  any great fortresses as of yet. 
   
  Geography/Layout: Gehenna is overall a hot 
  region with many lava caves and fumaroles 
  (fissures where hot gases and vapors escape). 
  This makes it highly unpleasant, coupled with 
  the sulfuric stench that fills most caverns. The 
  network of passageways and caves in Gehenna 
  defy mapping, reflecting the cataclysm that tore 
  it apart and crushed it into one small region. 
  Nevertheless, there are relatively few cave 
  complexes in the Mortal world that lead down 
  into it, making it one of the safer regions from 
  the Apocrypha's influence. 
   
  Denizens: There is a healthy mix of immortals 
  and droves in this region leading to almost 
  constant strife. Many Bete Noire lurk in the side 
  passages, while drove Azhoth armies scour the 
  Walk looking for battle. The Terat maintain a 
  strong presence here, while the Peri maintain 
  their outposts merely to provide safe havens for 
  Peri traveling through Gehenna. Otherwise, 
  many Solitaires take refuge here for its great 
  number of hidden caves in which they can hide 
  for centuries without being discovered.  
   
   
  Inferno  
  Location: Lying under the Pacific Ocean, the 
  Infernal region stretches under Oceana and 
  Eastern parts of Asia, including Japan.  
   
  History: Where the Barrens presented a frigid 
  barrier to Underworld, the Inferno manifests heat 
  that could melt metal. As a result, exploration of 
  this region has also been scarce, not to mention 
  that passing through Tarterus was required 
  before reaching it on the one side of the globe 
  and the Barrens kept back westward expansion 
  on the other side. Nevertheless, in recent times, 
  with the discovery of Acheron, the Inferno has 
  become a vibrant area of exploration until the 
  Peri discovered it was the domain of the 
  Phoenix who were involved in a struggle with 
  their fiery enemies, the Salamanders. The Peri 
  still tread lightly through this domain, but have 
  given up any hopes of controlling it. 
   
  Geography/Layout: The Inferno is composed 
  largely of lava caves, hot springs and fumaroles, 
  making it very difficult to travel through it. The 
  Walk is destroyed from time to time by the 
  numerous earthquakes that afflict the Infernal 
  region, adding to the many hazards of traveling 
  through it.  
   
  (Travel through the first few miles of the Inferno 
  results in Exposure Level 1 damage. After those 
  first few miles, the Exposure damage increases 
  to level 2 and then to level 3 a dozen miles after 
  that. See The Barrens for information on 
  Exposure Level 3. The only exception is the 
  
  Immortal Millennium Book III 
  26 
   
  Devil's Catacombs, which have been 
  constructed to vent cool air and avoid these 
  difficulties.) 
   
  Denizens: There is less life in most of the 
  Inferno than the Barrens, but it is a magnificent 
  cathedral of flowing magma and showering 
  fountains of fire. The Phoenix move as clouds of 
  fire through here, undisputed masters of the 
  domain.  
   
   
  Tarterus 
  Location: One of the largest regions, Tarterus 
  covers all of Asia all the way down into the 
  Indian Sea and through South-East Asia, 
  bordering on the Inferno to the East and Arcadia 
  and Gehenna to the West. 
   
  History: Lying deep below the crust of the Mortal 
  world, Tarterus rarely connects with tunnels 
  above. As a result, the region of the Underworld 
  is only truly reachable through the Walk, which 
  has collapsed from time to time. Nevertheless, 
  continuous efforts throughout the ages by Peri 
  engineers have kept the Walk open and trade 
  with those immortals in the Orient alive for 
  several centuries. Entire communities of 
  Solitaires live there with their own distinct 
  cultures and traditions, dealing with the Peri on a 
  commercial basis. There is a basic 
  understanding that the Peri will not attack them 
  so long as trade continues. While there is little 
  left to trade in modern times, token trading 
  continues to maintain the peace.  
   
  While the Peri and Solitaires maintain a truce, 
  there are many droves that haunt the grand 
  caverns that lie throughout Tarterus. At times, 
  the Solitaires have fallen under its sway and the 
  Peri fought them to rid the Underworld of their 
  presence. Now, only the strongest immortals 
  survive and themselves battle the Sanguinary 
  with all their might. 
   
  The Terat's presence in Tarterus marks a 
  second foe for Solitaires and Peri alike. While 
  the Peri are unable to battle them freely, the 
  Solitaires who are unbound by the Stratagem 
  freely attack Terat and are themselves assaulted 
  by Terat forces on a frequent basis. Many drawn 
  out wars lasting several centuries have been 
  waged in this region between these two groups. 
   
  Geography/Layout: Tarterus is a region of great 
  riches, but with more large cavern complexes 
  than winding passages. Travel through the 
  region is quite simple, complicated only by 
  earthquakes which collapse some passageways 
  and open up new ones. Consisting of every 
  mineral imaginable, this region holds many 
  riches, but at the expense of being highly 
  isolated in caverns that may only remain open to 
  the Underworld for a few decades before being 
  resealed by an earthquake. 
   
  The Solitaires maintain many distinct fortresses 
  in this region, each acting as a warlord and 
  sometimes squabbling amongst one another. 
  The Terat keep a number of smaller strongholds 
  from which they launch their attacks while the 
  Peri are content with outposts along their trade 
  routes.  
   
  Denizens: A strong mix of all of the denizens of 
  the Underworld can be found in Tarterus with 
  the notable exception of the Peri who maintain 
  only a marginal influence in the region. The 
  Terat, Solitaires and Gaki droves all fight for 
  dominance in this war-torn land. 
   
   
  Other Features and places in 
  the Underworld 
   
  Alavastis 
   
  The dark city of the Azhoth, Alavastis is a 
  bottomless pit with a web of horrific 
  technological edifices made of a dark bone-like 
  material and hardened green resin. It glimmers 
  seductively like an emerald-lined throat of some 
  huge gothic beast, spanned by bridges, 
  buttresses, cables and huge machines whose 
  purposes are known only to the Droves who 
  created them. Alavastis is a place of fear, pain 
  and despair, a game preserve where captured 
  humans are brought to serve and to provide 
  food for their drove masters. The place radiates 
  an aura of hatred and obscene violence. Once 
  destroyed by Mimir, it has been rebuilt in a well-
  concealed area of the third tier of the 
  Underworld (see below). Here the last of the 
  Azhoth, far fewer in number than in past days, 
  still hold the dark city under their thrall. The 
  Sword Of Victory, which contains many Peri 
  souls, guards the city. Rumors abound that it is 
  also a prison to the mysterious entity known as 
  the Silver Seeress, the being who, according to 
  some Peri legends, led Solitaire herself to eidos.  
   
  
  Immortal Millennium Book III 
  27 
   
  Alavastis has the distinction of being a breeding 
  ground for especially horrific newborns, 
  immortals created through the insertion of a 
  shard within them. These creatures, lacking self-
  awareness, are under the control of the Azhoth, 
  who use them as shock troops and special 
  assassins against the Peri and to gather more 
  humans into their fold.  
   
  The Walk 
   
  In essence the Walk is composed of two hollow 
  rings. The first runs beneath the North Pole, 
  stretching to the South Pole and back. The 
  second runs around the equator and bisects the 
  first ring. The site of the Walk underground is 
  astonishing. It appears as a huge, enclosed 
  ornate bridge of gothic/high-tech architecture 
  with flying buttresses, battlements, spires, 
  stained glass windows, laser gun 
  emplacements, fluttering pennants and smaller 
  bridges connecting these and other features. 
  The bridge, because it is actually a hollow ring, 
  extends from horizon to horizon. The most 
  brilliant stonework and metallurgy decorate the 
  walk. Lakes and parks can be seen through the 
  windows. Bat-like lighters, ships used in ancient 
  wars through the soaring caverns of the 
  underworld hang dormant underneath.  
   
  The marvels of the Walk’s exterior can hardly 
  prepare one for it’s interior. Like a vast space 
  station marrying high technology with ancient 
  aesthetics, the interior is a marvel. 
  Unfortunately, the Walks primary power source, 
  the Blue emerald, was stolen from it long ago 
  and thus most of it is dark. Only small areas with 
  modular power provided by roaming bands of 
  Peri are lit, showing off the brilliant stained-glass 
  work, the bristling crystal spines and the blinking 
  landing pads. The Walk is filled with old 
  abandoned galleries, halls, quarters, kitchens, 
  theaters, arenas, aqueducts, cathedrals, parade 
  grounds, airlocks, laboratories, factories, 
  temples, parks, colleseums, zoos, palaces and a 
  host of other features. It can contain millions of 
  people. The Peri believe that nothing can match 
  it’s grandness, and on Earth this is probably 
  true.  
   
  A central corridor leads through the walk, and 
  travel tubes wrap around it’s exterior. These are 
  all silent so traversing the Walk can take years. 
  Parts of it are purposely submerged under 
  water. Many sections have fallen into ruin from 
  neglect.  
   
  The features outside the Walk vary depending 
  upon the region it is found in. Europe's Walk is 
  composed of a great deal of gigantic limestone 
  caverns deep beneath the crust, while parts are 
  carved out of lava rock and granite. North 
  America varies from limestone and marble in the 
  Appalachians to igneous rocks in the Black Hills 
  and dolomite in the Rockies. It is for the most 
  part pitch black as the Peri need no illumination 
  themselves and parts are submerged under 
  water. This makes travel perilous at times, but 
  no more so than traveling through the side 
  passages in which Bete Noire lurk and droves lie 
  in waiting to ambush immortals.  
   
  Where the Walk traverses an area controlled by 
  a major power group, there will be outposts that 
  may attack on sight, ignore small groups or 
  exact a toll from all passer-bys. The Peri are 
  more apt to wait to determine the nature of the 
  group approaching and respond appropriately 
  (attacking droves, exacting a toll from solitaires 
  and questioning all others). The droves on the 
  other hand are more interested in blood. 
  Solitaires are wildcards, though prone to hiding if 
  a sizable immortal cadre is sighted.  
   
  When a member of the Cerulean Order enters 
  the Walk, it’s clever sliding doors, lights and 
  other mechanical features are activated by his or 
  her thoughts. This power guarantees the safety 
  
  Immortal Millennium Book III 
  28 
   
  of the Order when away from their own bastion, 
  Undersky.  
   
  The River Styx 
   
  Originally believed to be a great river running 
  through the darkness of the underworld, it was 
  soon learned that the Styx was instead a water 
  Primal of great power. It runs through the Third 
  Tier of the Underworld, much like the Walk, 
  continuously throughout all the regions of the 
  underground domain. Unlike the Walk, it is not a 
  mapable entity, changing course without 
  warning and vanishing in one area while 
  appearing anew in another. The waters of the 
  Styx render mortals invulnerable to weapons not 
  enchanted with life force.  
   
  Immortals swear oaths on the river Styx, and 
  when they do so they had better never break 
  that oath, for the Primal will visit terrible 
  vengeance on those who do. Some Peri believe 
  Styx, though a dangerous entity, somehow 
  watches over immortal affairs as the eyes and 
  ears of the other Primals. This is fanciful 
  dreaming to others, who consider the entity to 
  be beyond comprehension. To the immortals, 
  the River is dangerous and touching its water 
  can only bring misfortune.  For this reason, the 
  Peri are reluctant to travel its waters, let alone 
  soak themselves in it. 
   
  Nevertheless, the river Styx is an icon to the 
  Solitaires, who have built a secret and binding 
  mysticism around it. The Peri have observed 
  Solitaires leaping into the water, being swept 
  away by it’s eternal flow. Most Peri believe this 
  to be suicide associated with the Solitaire’s 
  meaningless lives.  Some are not so sure.  The 
  river sometimes drops hundreds of feet in one 
  place, at others, running treacherous rapids that 
  would shatter the strongest boat. Only the 
  mysterious being Chaeron has ever been able to 
  successfully navigate its waters in his lighter, 
  charging a hefty price, not always monetary, for 
  his services. He may be a manifestation of the 
  river itself. 
   
  The river’s waters are dark, but they 
  occasionally glow and are filled with a strange 
  haunting song which causes anyone hearing it 
  to weep for it’s beauty. Anyone who drinks the 
  water of the river becomes a brilliant musician. 
  This ability is only temporary, however, fading 
  away and leaving the character morose and 
  hungering for a return of the elusive "song." 
   
  The more reflective paradigms of the callings of 
  the Peri, the Emissaries, Jugglers and Probes 
  call themselves the Styx Prelate as a reminder 
  that truth is a powerful and dangerous entity. 
   
  Emberen 
   
  Located under what is now Israel, deep beneath 
  the canyon mazes around Qumran, near where 
  the Dead Sea Scrolls were found, Emberen lies. 
  The Peri creche between 80000 BC and 540 
  BC, it is now almost entirely abandoned, with 
  only the remnants of the ancient passages 
  remaining in utter ruins accessible only be the 
  Walk.  
   
  Emberen is composed of many rooms 
  interconnected by narrow passages without 
  much decoration. There is some graffiti carved 
  into the walls, but nothing of true artistic value. It 
  is fairly evident that this was a military 
  stronghold and nothing more. However, its 
  defenses have all been breached and great 
  holes can be found where the invaders sought 
  the Peri treasures that they believed were buried 
  within. 
   
  Devil's Catacombs 
   
  Unknown to all other prides and to many Peri, 
  deep in the lava caves of Japan, there exist a 
  network of passages that make up a labyrinth in 
  the First and Second Tier of the Underworld of 
  this region. Used as sanctuaries for many 
  centuries between 265 AD and 1846 AD by the 
  Soga and Taira Peri during periods of revolt 
  against them, these caves came to be known as 
  the Devil's Catacombs or Senkutso no Akuma. 
  With openings both in the once wilds of the 
  island and now into underground centers and 
  subways, the Devil's Catacombs allowed quick 
  movement throughout the region. In addition, 
  many strongholds allowed the Peri to hide out 
  underground for centuries at a time. Foremost of 
  these strongholds are the Golden Palace, 
  fortress of the Soga dynasty and the Iron Castle 
  of the Taira. 
   
  The Golden Palace, built in 273 AD, is a huge 
  cavern that has been filled with a Japanese style 
  palace, the walls plated in gold. A glorious place 
  to visit, it has only suffered two attacks, both by 
  Gaki who found their way into the Catacombs, 
  but has been restored after each assault. This 
  
  Immortal Millennium Book III 
  29 
   
  palace, though now quite antiquated, continues 
  to be the seat of the Regency in Japan. Unfailing 
  upkeep has preserved its beauty as if it was built 
  yesterday and promises to survive longer than 
  many mortal edifices. 
   
  The Iron Castle appears very different, being 
  composed almost entirely of natural features 
  that have been shaped into stronger defensive 
  positions by the Peri. This fortress, all but 
  impregnable, has served as the final refuge of all 
  Peri of the region and has never yielded to the 
  many sieges that have befallen it by drove and 
  immortal forces. Rivaling the defenses of the 
  Hearth, this fortress is far smaller, but thus, 
  much easier to defend, with many corridors that 
  act as death traps for invaders. Though officially 
  possessed by the Iron Corps, in fact only 
  members of the Bloodstone Order can now be 
  found in the Iron Castle, which has become a 
  training ground for initiates to the Order and a 
  treasury of the pride's most valued artifacts.  
   
  There are three other chambers in the Iron 
  Castle: the sheltering, the ark and the vault. The 
  sheltering is designed for 1200 inhabitants and 
  the ark has stores enough to sustain as many 
  immortals. The largest chamber is the vault 
  which is truly immense. Peri treasures are 
  placed here.  
   
   
  Peri Territories 
  Peri Strongholds 
   
  The Gauntlet and the Hearth 
   
  The current Peri creche, their central stronghold, 
  is known as the Hearth. It lies deep beneath 
  seven distinct levels of the Mammoth caves in 
  present day Kentucky. The Hearth is surrounded 
  both above and below by the Gauntlet, a maze 
  of caves filled with murder holes and other 
  clever traps designed to take down any 
  unwelcome visitors who are not recognized and 
  greeted by the Keepers of the Gauntlet. 
   
  Once beyond the Gauntlet a visitor is faced with 
  an enormous steel gate electroplated with gem 
  dust that radiates rainbow hues and bears the 
  Peri’s pride blazon. Keepers imbedded within 
  the stone walls on either side of the Gem Gate 
  gaze through solid stone at all visitors and 
  emerge if an enemy approaches, flowing from 
  the rock like fountains of lava. Once the Keepers 
  hear the Dirge, the vibration of a Peri’s himsati 
  form, the gate opens without a sound and 
  reveals a murky darkness inside. This is the 
  Abyss, which is a 200-foot deep trench with a 
  10-foot wide bridge crossing it.  There are no 
  torches to light this passage, Peri must find their 
  way in the dark. Falling would not be lethal, but 
  the Peri do not like to drop ropes down this 
  trench as there are things down there that they 
  would prefer to stay there. 
   
  On the other side of the cavern is another 
  rainbow gate opening into the bustling Great 
  Hall. Peri of all callings wander about this 
  gigantic chamber in the heart of the Hearth. This 
  is where they meet to decide future actions and 
  where most schemes are hatched. Illuminated 
  by great pyres in each corner, the hall is alive 
  with light and heat, only the alcoves which dot 
  the walls of the Hall are immersed in darkness, 
  for discussions of a less public nature. There is 
  always a feast on the round tables of this hall.  
   
  The alcoves open into the Maze, which 
  surrounds the Great Hall. This labyrinth is 
  designed to confuse even Peri and is changed 
  continually. There are two challenges in the 
  Maze, find your way out (not the way you came 
  in though) and defeat all met within. There are 
  always Peri wandering through, looking for a 
  good contest. Battles are always to first blood.  
   
  The only other ways out of the Great Hall are 
  through the west portal that opens into 
  Shelterings, the east portal which leads to the 
  Concourse and to the north, the Great Arch 
  which leads to the Walk. The Shelterings are the 
  housings and living spaces of the Peri and their 
  guests. At the end of the west corridor is a cul-
  de-sac that radiates halls every dozen feet 
  leading to chambers where Peri keep their 
  accumulated possessions, servants and where 
  they sleep or meditate. Every few chambers, 
  there is a central place where all Peri of that 
  corridor can gather to play games, practice their 
  skills and socialize. The division in housing 
  reflects the Peri belief that the spirits of those 
  who deal with death should dwell with others 
  who share the predilection. This way, they can 
  offer genuine support to one another. The same 
  is true with those who deal with information.  
   
  The true differences in architecture between the 
  housings of the Styx Prelate and the Third Adz 
  lie in the nature of these individuals. Third Adz 
  
  Immortal Millennium Book III 
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  housing is composed of many rough-hewn 
  passages that force a great deal of endurance to 
  travel and are decorated with carvings of great 
  battles while the Styx Prelate section is more 
  finely crafted with beautiful mosaics adorning the 
  walls. Third Adz, however, it is built to muffle 
  sounds and has numerous dark corners in which 
  one could talk without being seen.  
   
  The Concourse begins with the east portal, 
  which has been carved with images revealing 
  the history of the Peri. Every victory and each 
  defeat is represented in this round, 50' high 
  portal with space left for future actions. The last 
  carving depicts the silhouette of a creature 
  shaking the Underworld apart, a reminder of the 
  day when the Sanguinary will rise. The 
  Concourse itself consists of over 20 miles of 
  winding passageways lit by radiant crystals and 
  glass torches. Though it is not as confusing as 
  the Maze, only Peri familiar with it can navigate 
  it easily. At the end of it lie the Paragon and 
  Paradigm's chambers and the central chamber 
  where the Paradigms of the Third Adz and the 
  Styx Prelate meet. Near this lies the Heartrock, 
  the central ark of the Pride Peri, in which great 
  stores of life force are stored. The Heartrock is a 
  clear crystal column filled with shifting rainbow 
  hues of light. It breathes and throbs with a 
  definite beating-heart sound.  The Peri could 
  withstand a siege lasting several centuries with 
  these stores. 
   
  Beneath the ark is the vault, a feature of all Peri 
  strongholds. It contains the most precious 
  possessions of the Peri people and is guarded 
  by elite Keepers of the Third Adz. 
   
  Moor Lock 
   
  The most modern of Peri mortal worlds, Moor 
  Lock is located in the caverns beneath New 
  York City, a popular place of the Peri. Their 
  home is unlike any other Peri fortress. It is only a 
  hundred years old and is defended more by 
  mortals than by immortals. Dozens of passages 
  lead to cave entrances on the surface and to 
  cracks in the walls of the subway system. 
  Humans live among them while Peri there 
  engage in twilight society on a regular basis.  
   
  Moor Lock's purpose is to provide a home for 
  Ingenue Peri who do not fit in with ancient Peri 
  culture. This is often a place of transition and 
  most inhabitants do not live there for more a 
  decade. Still, there are some Peri to whom the 
  idea of merging with twilight culture in their own 
  territory (that of the underground) is highly 
  appealing. These Peri often take the form of 
  street urchins to get around without being 
  noticed. This place is the first stepping-stone to 
  entering Lethe.  
   
  The fortress itself is composed of a Hall where 
  most business is conducted and recent arrivals 
  sleep, the sheltering where the inhabitants sleep 
  and the ark where life force is stored. The 
  sheltering is barely adequate for the number of 
  individuals staying there and are invariably filled 
  with rats and the ark is always nearly empty.  
   
  The role of Moor Lock in the Stratagem is to be 
  at the forefront of Peri incursions into the Mortal 
  world and to provide a resting ground for 
  Ingenue who have just been recovered. The lack 
  of secrecy in this locale allows recovered non-
  Peri Ingenue to be welcomed with open arms 
  without fear of allowing too much knowledge to 
  escape.  
   
  Undersky 
   
  Undersky is the domain of the Blue Emerald and 
  her Cerulean Order. It is a great cavern complex 
  deep beneath Arcadia on the Seventh Tier with 
  four cities radiating around a central city. The 
  four cities of Ralderoth, Thortis, Balphor, and 
  Dalchist are carved within enormous stalagmites 
  rising from the cavern wall toward it’s soaring 
  ceiling. In the center of these is a stalactite 
  carved into a city that clings to the domed 
  ceiling. The exterior of these magnificent 
  structures are carved and imbedded with 
  windows and balconies. Around the base of the 
  four cities is a shallow lake. Bridges connect 
  each stalagmite to one another and to a central 
  pillar which acts as a landing pad for lighters 
  from the Blue Emerald’scity above.  
   
  The main feature of the cavern that gives it it’s 
  name is the domed ceiling which is studded with 
  fine jewels, each containing bright fire. From the 
  bridges and the cities below, these jewels are 
  perpetual multicolored stars whose reflections 
  glitter on the surface of the cold lake. Undersky 
  is entered through a number of caverns, each 
  well guarded by the Cerulean Order.  
   
  Within the massive earth pillars that house the 
  cities live the members of the House. The 
  technology of the cities is utopic and powered by 
  the Blue Emerald, a small but operable version 
  
  Immortal Millennium Book III 
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  of the Walk. All members of the Order who have 
  proven themselves distinct and dedicated to the 
  Blue Emerald become her priests in the city 
  above. Each one receives a Draupnir ring and 
  does the bidding of the Emerald in the world 
  above. For more information on Draupnir, see 
  the text under Peri Artifacts, later in this book. 
  The elite Keepers of the Blue Emerald are 
  known as the Bairn. They have the distinct 
  reputation as the best fighters among the Peri. 
   
  The society of Undersky is quiet, reflective and 
  monastic. Any Peri can join one of the four cities 
  and work their way up to the Blue Emerald’s city 
  of Tizacia (lit. "the place of singing crystals.") 
  Within each of the monolithic cities are carved 
  temples filled with technology, including the 
  storage area for a virtual world known as the 
  Soul Cage in which the Order intends to 
  imprison the Sanguinary once it’s body has been 
  destroyed. 
   
  The Citadel 
   
  In the Chartreuse range, within the borders of 
  France, a network of caves known as La Dent 
  de Crolles can be found. Hidden among its 
  passages a corridor can be found leading down 
  into the Underworld and the fortress known as 
  the Citadel on the Fifth Tier. This was once the 
  greatest Peri stronghold, now it is but ruins. A 
  few dozen Keepers remain, guarding the Peri 
  secrets of this place.  
   
  The majority of the Citadel lies in ruins, 
  neglected by the current inhabitants who remain 
  isolated from the rest of Peri culture. It is similar 
  in layout to the Hearth, as the Hearth was 
  modeled after it, but the Citadel betrays a 
  craftsmanship that has been lost in recent times. 
  This great stronghold was a great Peri fortress 
  between 2500 BC and 540 BC when it became 
  a creche until 1095 AD when the Wormine 
  Apocrypha forces lay siege to it and finally 
  destroyed it. It once housed thousands of 
  immortals. Other prides were allowed entry, 
  even some Solitaires found refuge within. Other 
  than the Walk, the Citadel was the crowning 
  achievement of Peri construction in the 
  Underworld, but now it lies abandoned. 
   
  The beauty that remains in this once majestic 
  fortification strikes visitors to the Citadel, now 
  rare. Every inch of the Citadel was carved with 
  images and stories of the Peri's efforts in this 
  region. Stories of other prides also share space 
  on the walls, offering great insight into the 
  history of the Perpetual Society in Europe. 
  However, much of it has been covered over in 
  dust or shattered to pieces by the last great 
  battle that destroyed it forever. 
   
   
  Peri Outposts 
   
  All across the Underworld, there are small Peri 
  outposts, usually along the Walk. While many 
  only house one to two dozen Peri, some are the 
  home to entire armies. They are generally 
  connected to the Walk, though their entrances 
  are often well concealed so that only the 
  inhabitants of a Outpost will be the only ones 
  who will know of its presence. 
   
  Outposts are often located with openings into 
  caves into the Mortal world with guards at this 
  entrance. They are used by Peri to gain safe 
  entrance into the Underworld and to keep 
  humans out. All outposts are built to mirror the 
  design of the Hearth, with a Hall, sheltering for 
  the inhabitants and an Ark where life force is 
  stored.  
   
  Strongholds in the Mortal World 
   
  The Peri claim the Underworld as their home 
  and make no claims to any regions within the 
  Mortal world.  Nevertheless, they do maintain a 
  presence in most major cities around the world 
  as they have increasingly learned that sustained 
  ties with the humans are highly beneficial to their 
  hopes of vanquishing the Sanguinary. In the 
  past, they have worked silently with the mortals 
  to aid them with their war craft and to this end 
  help them develop metallurgy and battle tactics. 
  These efforts have transformed the humans into 
  formidable warriors with weapons on a scale 
  that the immortals could never have dreamed of. 
  Now, the Peri consider the mortals worthy allies 
  in the coming times.  
   
  The current Peri strongholds in the Mortal world 
  include Tokyo and New York City's subway 
  systems where many entrances into the 
  Underworld exist. These places are the focus of 
  many Peri operations, using the cloak of random 
  violence to conceal their actions. In addition, the 
  quick-moving trains allow them to distance 
  themselves from their deeds in short time. This 
  network of mortal-crafted tunnels is highly 
  respected by the Peri and similar operations 
  
  Immortal Millennium Book III 
  32 
   
  have been organized in all major cities that are 
  home to underground rapid transit systems, 
  such as London, Paris, Boston, Osaka, Montreal 
  and Los Angeles.  
  Otherwise, the Peri are loathe to maintain 
  concentrations of power and individuals within 
  the human world for fear of discovery by other 
  prides of the Perpetual Society. As such, most 
  major cities are home to no more than a handful 
  or two of Peri who operate together but maintain 
  separate lives. This reduces the chance of their 
  discovery and allows them to operate with 
  relative anonymity. Peri watch all technological 
  firms with great interest and control as many as 
  they can. They also watch these sites for 
  incursions by cannibal drones. 
   
   
  Peri Mantles 
   
  Avalon 
   
   
  Portals: Avalon is entered through one of 
  several pristine lakes joined to the upper world. 
  These lakes are guarded by the most trusted 
  Keepers of Kin Avalon, the Ladies of the Lake, 
  handpicked keepers chosen by its founder 
  Nimue. Anyone entering Avalon must swim 
  through water-filled passages beneath the lakes 
  and emerge in the lake, which surrounds the 
  island. There are so many deadly perils to such 
  a crossing that a character requires assistance 
  from the Ladies of the Lake to reach it.  
   
  Geography/Layout: Avalon is a huge cavern 
  underground filled at the bottom with a deep 
  clear lake. As discussed, the lake has tunnels 
  that reach into pristine lakes around the world 
  above.   
   
  The lake is filled with bioluminescent marine life, 
  including several cetacean species such as 
  dolphins and whales of every description. The 
  water is warm and heals any malady, be it 
  wound or disease. The lake, also known as 
  Mimir’s well, is inhabited by the Norns who are 
  the direct servants of the Tree Ygdrassil and 
  defend the well. No ordinary immortal can 
  prevail against them. The lake is filled with light 
  from the falling leaves of the Yggdrasil tree and 
  during storms caused by its falling sap, churns 
  and is covered by pastel mists. 
   
  In the center of the lake lies a lush beautiful 
  island lined with gray-sand beaches. A deep 
  enchanted forest, filled with apple trees whose 
  fruit brings about deep, pleasant and restful 
  sleep beyond the borders of the Sanguinary’s 
  dark realm of dreams cloaks the mountains. 
  Clinging to the central rocky spire is a sunedrion 
  weald, an apple tree growing a mile high and 
  whose uppermost branches form a canopy over 
  the entire cavern. The tree, having been drained 
  by Mimir in preparation for his battle, appears as 
  if in an autumn phases, radiating gold light that 
  sends radiant shafts through the mist-covered 
  island below and illuminates the land. Leaves 
  drop from the tree and burst into auroras of 
  bright purple, green and blue upon hitting the 
  lake below.  
   
  Sap from the Tree of Avalon occasionally falls 
  from an upper branch, creating storms of wind, 
  sweet rain and rainbow light that lasts for hours. 
  The sap itself dissolves into the lake; giving the 
  water it’s narcoleptic quality and also providing 
  visions of the future and power (temporarily 
  elevating all attributes to maximum for a single 
  day) to those who drink it. No one can drink of 
  the water without the Ladies of the Lake 
  immediately knowing. There are a number of 
  lakes on the island itself, from which rivers run 
  and eventually fall as cascades to the valleys 
  below.  
   
  Technological Limitations: Technology does not 
  exist in Avalon. All domiciles are part of the huge 
  
  Immortal Millennium Book III 
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  trees, which bask in the light of Yggdrasil and 
  move to accommodate the thoughts of the Peri 
  of the House. Any weapons brought here 
  vanish, only to reappear when a person has left. 
  Peri are immune to this limitation since they are 
  living weapons. 
   
  Physical Laws: Avalon is not a mantle. A 
  corridor connecting to the Blue Air itself creates 
  a constant flow of immaculum and dreams that 
  empty into the cavern.  Avalon is thus a wild, 
  dreamy, untamable place burgeoning with 
  fecundity and wild creation. Spirits often haunt 
  its woodlands. Those who visit it are loath to 
  leave. The light of the Tree keeps the minions of 
  the Sanguinary from entering the cavern from 
  the dream world, but its light continues to 
  diminish. 
   
  Social Makeup: Medieval chivalry prevails in 
  Avalon, from which it came. The concept of 
  romance is so powerful that the term Avalon is 
  synonymous to all Peri to the word love. Under 
  the sweeping canopy of the Tree is a valley 
  boxed in by high soaring cliffs and the roots of 
  the tree itself. A majestic pagan temple complex 
  is constructed here wherein the members of 
  House Avalon live and work in harmony. Since 
  Kin Avalon is a matriarchy, Nimue and her 
  sisters maintain the rules of chivalry to keep the 
  hearts of their people pure.  
   
  The Canyon Reaches 
   
  History: The Canyon Reaches mantle was 
  created in 1771 AD by the Tryst, Robert Rogers, 
  founder of Roger's Rangers, a commando unit in 
  the French and Indian wars. He was the product 
  of a Peri slayer in Lethe in Massachusetts and a 
  mortal woman. A great warrior, he used Peri 
  tactics to lead his forces to victory in 1758 AD.  
  While keeping his mortal persona alive until 
  1795 AD, he was taught the art of creating 
  mantles and soon made the Maze for Peri 
  warriors to practice in. He was particularly 
  fascinated by Peri history and used that as a 
  foundation for his creation.  
   
  He created a twisting network of valleys, 
  canyons and cave systems perpetually basked 
  in twilight. Recreations of monsters from legends 
  and some created from his own mind inhabit the 
  mantle and provide opponents for those who 
  enter the treacherous land. All the normal 
  hazards of this uninviting terrain are doubly 
  present as cave-ins pose constant dangers and 
  pit falls litter every passage. The Canyon 
  Reaches have been invaded several times, but 
  never significantly damaged. More often the 
  invaders are wiped out completely. As of late, 
  the Canyon Reaches has become a favored 
  playing ground of Peri honing their skills or 
  looking for a bit of a challenge. 
   
  Portals: The Canyon Reaches can be accessed 
  through a carving of an arch on the Great Arch. 
  A Peri's Dirge near it will cause the arch to glow 
  and widen, opening a portal into a random 
  location in the Reaches. This opening closes as 
  soon as the individual passes through.  
   
  If seven Peri's Dirges are sounded near it, the 
  entire Great Arch will begin to glow and will 
  allow any number of individuals to enter, 
  opening to the Canyon Reaches for a few 
  minutes before closing. This was done to allow 
  the large training exercises that the Third Adz 
  regularly undergoes. 
   
  Geography/Layout: Drawing upon ancient tales, 
  Roger created the Canyon Reaches to simulate 
  the Peri's earliest encounters with the droves 
  and to simulate the Underworld, as it was then, 
  unknown and foreboding. While it may not mirror 
  those times precisely, the raw warrior ethic is 
  strong in this mantle wherein battle is the 
  foremost concern. In this mantle, the Peri can 
  practice their skills, combating scores of droves 
  without worrying that losses will result in death 
  or victory for the Sanguinary.  
   
  The Canyon itself is a nightmarish version of the 
  Underworld. Narrow passageways and deadfalls 
  are common, with a number of larger rooms 
  containing massive ambushes of droves. Worse 
  yet, the corridors and room change location 
  without warning, making every step part of a 
  new exploration of the mantle. Only Roger can 
  navigate his way through the Canyon unfailingly, 
  but he no longer travels it, instead running 
  simulations for the Peri who enter. While he 
  does not utterly overwhelm participants, he does 
  create challenges suited to their particular 
  abilities. In his mantle, Roger is able to sense 
  the strengths and weaknesses of all who enter, 
  playing them against the individual.  
   
  Because of the nature of the Canyon Reaches, 
  several dozen Peri can be in the mantle without 
  ever encountering one another. The mantle itself 
  is rumored to be ten times larger than the real 
  Underworld and a thousand-fold more 
  
  Immortal Millennium Book III 
  34 
   
  confusing, making every journey through it a 
  new experience. Some pit the adventurer 
  against fire-breathing droves in the heart of the 
  Inferno, scorched by heat while others take 
  place amidst ancient battlefields of the Peri with 
  ghostly Peri allies to defend against droves 
  attacking by the hundreds.  
   
  To escape the Reaches, one must either sound 
  the Dirge again, which opens an arch just in 
  front of you which exits into the Hearth, or if 
  Roger feels the session is not over, by defeating 
  all of the foes he sets against you. There are 
  some Peri who have spent decades wandering 
  its corridors before Roger decided they had 
  earned the right to return to the Hearth.  This 
  was part of Roger's sacred task before creating 
  the Mantle, to ensure that all Peri were prepared 
  to battle the Sanguinary. 
   
  Technological Limitations: In the Canyon 
  Reaches, no mechanical, electrical or device 
  more advanced than Stone Age implements 
  may be used. This means that only melee 
  weapons can be used and often, the Peri have 
  to use the Endue serenade to create their own 
  weapons, or use their himsati form. This was 
  Roger's idea, to replicate the conditions of the 
  original Peri in the Underworld. Likewise, armor 
  other than coverings and leathers vanishes 
  when the Canyon is entered. Therefore, the skill 
  of the individual in dodging attacks becomes 
  paramount. 
   
  Physical Laws: Within the Canyon Reaches, no 
  Peri can be truly slain or even truly injured. 
  Those injuries suffered simulate a loss in life-
  force for the individual, resulting in 
  unconsciousness as soon as "death" would 
  occur. Truly, no life-force is lost in this manner 
  and in a few minutes the unconscious individual 
  reawakens in a new part of the Canyon to 
  continue anew. Often this means that Roger will 
  set a few more challenges against the individual 
  before allowing him to leave.  
   
  In this manner, the Peri are able to practice 
  without any real danger of losing vitality. It has 
  been argued that the lack of real sacrifice leads 
  to overconfidence and ultimately, weaknesses in 
  the real world, but Roger has made sure to 
  increase the difficulty of challenges so that these 
  failings might be overcome.  
   
  Social Makeup: The Canyon Reaches have no 
  permanent residents other than Roger, being 
  used solely as a training ground for the Peri. 
  While some members are trapped for long 
  periods within its domains, there is little chance 
  that individuals inside will find one another 
  without Roger's express desire. Otherwise, 
  Roger ensures that the domain is always 
  populated with large numbers of illusionary 
  beasts. 
   
  Murder Dens 
   
  History: Since their earliest times, the Peri have 
  valued and respected the art of entrapment and 
  used it well against their enemies both on and 
  off of the battlefield. One such trap involved the 
  creation of mantles designed with the sole 
  purpose of trapping droves and slaughtering 
  them wholesale without risk of counter-attack. 
  These mantles were called Murder Dens and 
  were littered throughout the Underworld in an 
  attempt to decrease the drove population. 
   
  The tactic never quite worked to the extent the 
  Peri would have liked, and were a great source 
  of contention when immortals of other Prides 
  were murdered at one point. The Jury decided 
  this to be a breach of the Stratagem and the Peri 
  lost a great deal of visage. Since then, 
  administration of the Murder Dens is closely 
  supervised so that their creators do not truly slay 
  members of the immortal society. 
   
  Portals: Every Murder Den has a different kind 
  of opening that is completely unexpected. Some 
  can be entered by walking into an alley from the 
  wrong angle or by leaning against the wrong bit 
  of wall in a dark bar or by stepping through a 
  door marked "Authorized Entry Only" in subway 
  stations. There is often no discrimination made 
  as to who can enter and guards are seldom 
  posted at their openings except if perhaps their 
  target victim has entered and they do not wish 
  assistance to reach the dupe. The goal of 
  Murder Dens is not to keep people out, unlike 
  most Mantles; instead it is to get certain people 
  in. 
   
  Geography/Layout: Murder Dens vary in 
  appearance depending upon the particular bent 
  of the Tryst who created it. There are some that 
  resemble Victorian London, misty and with 
  gaslights glowing in the distance while others 
  are more modern, amidst tall skyscrapers and 
  empty streets. All Murder Dens share an urban 
  setting, they are all set in perpetual nighttime, 
  often with moonless and starless skies and 
  
  Immortal Millennium Book III 
  35 
   
  every last one of them is devoid of people. Alone 
  and faced with this urban nightmare, they are 
  daunting to even the most experienced city 
  dweller.  
   
  The particular kind of city varies, as does the 
  setting within the city. Some are restricted to 
  endless subway stations while others remain 
  rooted in suburban wastelands where every 
  house is forever under construction and cars sit 
  abandoned on the freshly paved streets. There 
  is never any more than the slightest of breeze, 
  perhaps overcast or raining, but without the 
  slightest indication of life to any of the 
  surroundings.  
   
  The true horror comes from the Peri Slayers, 
  Scourges and Highbinders that inhabit the 
  Murder Dens. The only inhabitants other than 
  the Tryst, these immortals form the sole 
  protectors of these Mantles and defend their 
  homes with lethal force. These Peri are 
  exclusively members of the Cryptic Order and 
  are given orders to kill all that enters their 
  domain. This, the Jury cannot prosecute as all 
  prides defend their Mantles with extreme effort. 
  Why should the Peri act any different? In truth, 
  there is never anything of value in Murder Dens 
  other than the Trysts who run them, and these 
  half-mortals are kept deep within the heart of the 
  Mantle, hidden from all but the hardiest of 
  intruders. Still, some Trysts have been 
  kidnapped after the Peri defender was 
  beheaded himself. Nevertheless, these 
  instances have been rare enough to continue 
  the practice.  
   
  Technological Limitations: Murder Dens are 
  frighteningly unpredictable in what technologies 
  actually function. Those locked in historical 
  settings are restricted to the technologies of the 
  time in which they were created (i.e.: modern 
  equipment is transformed into 19th century 
  equivalents in Victorian settings) while the more 
  modern Mantles vary widely. Some allow all 
  manner of current technology to exist within their 
  domains while others disable all electronics and 
  still others render gunpowder ineffective. None 
  disarm intruders entirely, as this would create an 
  unduly unfair advantage that could be 
  prosecuted by the Jury; therefore all interlopers 
  have a chance at surviving. Also, serenades are 
  almost universally permitted within the Mantles 
  as no ripples are created. Only the occasional 
  one restricts the individual. These are most 
  commonly known as the Twilight Zones, wherein 
  the immortal's powers are all stripped away and 
  they must do battle as if they were mortals. 
  These provide the greatest challenges and the 
  most fun for the Peri. 
   
  Physical Laws: The laws of the physical world by 
  and large rule those of mantles. Walls cannot be 
  walked through any more gravity can be defied. 
  Still, subtle changes can be found within their 
  domains. Magnetic forces often confuse 
  attempts to navigate their streets and maps can 
  never be found. The only true limitation common 
  to most Murder Dens is that Legacies cannot be 
  used. The reason for this remains within the 
  hands of the Inner Council, but it has proved 
  useful against certain immortals dependent upon 
  their use.  
   
  The Crystal Maze 
   
  History: the Marquise de Volanges, a Tryst 
  resulting from Peri involvement in the 
  Napoleonic wars, created the mantle of the 
  Crystal maze in 1802 AD. This mantle, created 
  of her own volition was designed to keep the 
  Peri away from her, as she believed them all to 
  be devils and demons. In fact, the Maze at first 
  was filled with crosses and religious artifacts in 
  an attempt to keep the Peri out and the 
  Religarum produced by her did manage to keep 
  the Peri at bay for a while, but eventually other 
  Immortals learned of its presence and attempted 
  to overwhelm her and seize the mantle. 
   
  This never worked because the Marquise loved 
  mazes and designed her mantle to be the most 
  difficult maze ever to navigate. It is virtually 
  impossible and those who get lost may never 
  find their way out again. There are said to be still 
  several dozen Immortals wandering its corridors 
  from the time of de Volanges.  
   
  Finally, a Palin-generation Peri named simply 
  Marc found the trick to the Maze and walked 
  straight up to the Marquise and asked her to join 
  him for dinner. They shared a fine meal worthy 
  of the greatest chefs in France and sealed a 
  pact whereby the Peri were free to visit her 
  mantle provided they did not seek her out. In so 
  doing, they might discover themselves in 
  navigating the maze. 
   
  Portals: The Crystal Maze is primarily reached 
  through a great mirror found in the Ball Room in 
  Versailles in Paris, but a number of mirrors 
  throughout the world allow access to the Crystal 
  
  Immortal Millennium Book III 
  36 
   
  Maze. Generally any mirrors that date back to 
  theearly 19th century and that were constructed 
  or used in France during that period. This has 
  allowed many other prides to attempt invasions, 
  but they always seem ill-fated. 
   
  Geography/Layout: The Crystal Maze is quite 
  simply laid out. It is a never-ending series of 
  corridors and dead-ends of glass and mirror. 
  There are occasional rooms, but is mostly 
  composed of passageways with staircases 
  leading up, downand sideways and often with 
  other passageways located directly above one 
  another. 
   
  Technological Limitations: Any device invented 
  after the 19th century will not function in the 
  Crystal Maze.  
   
  Physical Laws: Within the Crystal Maze gravity 
  is relative to the individual. What is up for one 
  person may not be up for another and often one 
  will find oneself walking past another 
  perpendicular to them. This can be disconcerting 
  for those unaccustomed to it, but even worse 
  are the infinite numbers of reflections that can 
  be seen when one looks in any direction. It is 
  nearly impossible to tell what is glass and what 
  is mirror, but if one brings a mirror of their own, 
  they will see in that mirror the reflection of what 
  is truly where they are looking. For example, 
  looking in a personal mirror will show where a 
  portal exiting the mantle is whereas by looking at 
  it, it may seem like an ordinary mirrored or glass 
  wall. 
   
  Social Makeup: Only the Marquise officially 
  resides in the Crystal Maze, but as mentioned 
  early, there are said to be dozens of Immortals 
  and mortals wandering its passages, lost forever 
  more. They may be more than slightly anxious to 
  escape, which anyone they encounter is bound 
  to find quite disconcerting.  
   
  The Copper Passage 
   
  History: Members of the Cerulean Order found 
  the Copper Passage, a stable ley-line conducted 
  through a pure vein of copper. Anyone touching 
  the vein is immediately transported into it, 
  traveling swiftly to various nodes long its length.  
   
  Portals: The Copper Passage is reached 
  through natural caves found throughout Europe 
  and the Middle-East.  Portals are uncovered all 
  the time through mining efforts to retrieve the 
  copper (which continues to shrink the size of 
  and disconnect nodes of the Passage).  
   
  Technological Limitations: No technology 
  functions in the Copper Passage.  
   
  Physical Laws: Any character without taint can 
  enter the Passage while touching the vein. They 
  are instantly drawn into a molten, liquid-like 
  environment of green copper (this molten state 
  exists extra-dimensionally). A bubble of copper 
  carries the character through the veins, 
  compressing him through the journey (although 
  he has no sense of the compression). The 
  character exits at nodes, crossroads made by 
  Peri imbedding crystals into the vein. The 
  character leaves the Passage as a beam of light 
  through these prismatic crystals and reforms into 
  a physical form.  
   
  Social Makeup: The Copper Passage is a 
  strange highway, almost envisioned as a 
  waterway wherein the characters travel in 
  bubbles. Unknown denizens of the deep earth, 
  many beyond the lore of the Peri are often 
  encountered here, so the place is considered a 
  risky mode of travel. The Peri do not actually 
  control the Copper Passage, they merely create 
  exit points from it. Where it eventually leads is 
  unknown to the Peri. 
   
  The Emerald Palace 
   
  History: Soon after the Soga clan came into 
  power in Japan, Prince Shotokyu ordered that a 
  mantle celebrating the true glory of the Soga be 
  created under the direction of the Peri. The Tryst 
  Sohei Suji began constructing the Emerald 
  Palace to be the most glorious palace ever 
  imagined. When the tide turned against the 
  Soga in the Mortal world, many of the clan fled 
  to its confines. They populated the palace and 
  soon it became the heart of the Soga clan. 
  There they stayed and lived out fanciful days 
  imaging they still ruled over all of Japan until one 
  day an Arachne samurai discovered the palace. 
   
  Attempts at invasion began immediately and 
  soon the Soga were sent fleeing from their place 
  of refuge. They returned to the Underworld 
  where they met with the Taira Peri just 
  beginning to gain sway in the courts of Japan. 
  They forged analliance and in exchange for 
  advice and support, the Taira agreed to cast 
  Arachne from the Soga sanctuary. This was 
  accomplished in 1138 AD. The Emerald Palace 
  
  Immortal Millennium Book III 
  37 
   
  has since become a place of meditation for all 
  Peri who seek a quiet place for contemplation.  
   
  Portals: The Emerald Palace can be reached 
  through any portal inset with emeralds, 
  particularly those found in buildings owned by 
  rulers. Because there are so many openings, 
  infiltration within the palace has always been 
  easy, but nevertheless is dangerous as a great 
  number of Keeper Peri now guard it from within. 
   
  Geography/Layout: The Emerald Palace takes 
  the form of a great palace of 12th century Japan. 
  The entire palace is made of precious stones 
  and metals. The garden is filled with jewels of all 
  kinds and the entire palace is carved from a 
  single emerald. The palace itself is filled with 
  Buddhist temples, as the Soga are all devout 
  Buddhists. The principle room within the palace 
  is the throne room from which the Soga paragon 
  rules.  
   
  Technological Limitations: Only weapons that 
  have spilt blood directly function within the 
  palace. For example a sword used in a fight in 
  which blood was drawn would function, but one 
  that had never touched blood would not. 
  Similarly, because guns do not incur injuries 
  directly, they do not function within the palace, 
  nor do bows. 
   
  Physical Laws: The Emerald Palace is 
  particularly soothing and lowers the difficulty of 
  certain serenades by 5. These serenades 
  include: Cradle, Gestalt, Intaglio, Loa, Memoir 
  and Nostrum.  
   
  Social Makeup: The Palace mantle is inhabited 
  by a large number of Soga Peri and mortals as 
  well as several dozen Taira who have chosen to 
  withdraw from the Mortal world for their own 
  reasons. In addition, a number of Peri and 
  mortals outside of those two clans have selected 
  the palace as their place of refuge and have 
  merged with the society found within. Everyone 
  in the Palace dresses in green, though the 
  particular shade and pattern varies widely. All 
  pay homage to the Soga who are the dominant 
  force within the mantle.  
   
  Cromlech (The Sleeper Fortress) 
   
  History: There is no place more revered than 
  Cromlech, which is the final resting place of all 
  great Peri warriors, mortal and immortal. It dates 
  back to a time when the Peri were just beginning 
  to understand their place in the mortal world and 
  encountered humans for the first time. 
  Impressed by their fighting spirit, the Peri 
  welcomed the mortals into their fold and 
  embraced their existence. When a Tryst was 
  created, this Tryst began imagining a wondrous 
  place that all Peri dreamed of, a place where 
  warriors once at the height of their existence 
  could disappear to and live out their days in 
  peace. For, what purpose is war but to 
  eventually bring about peace? 
   
  Cromlech is the result of a number of Peri 
  Sleepers carving out a portion of the dream-
  realm as their own. It is a place where Sleepers 
  go to rest when they have done fighting battles 
  in the realm of dreams. For the Peri, it is 
  heaven, a Valhalla-like place where they can 
  escape the terrors of nightmares and be at 
  peace.  
   
  Portals: There is but one way into Cromlech, 
  through the dream-realm. Its path can only be 
  discovered by having a dream whereby 9 
  separate elements (for example: a waterfall, a 
  night sky with a full moon, a glimmering field of 
  blueflowers, a sword made of silver glass, the 
  tranquil song of a virgin, the smell of the sea on 
  the wind, the caress of a mothers hand, the sigh 
  of a lover and the taste of a drop of honey) are 
  present. All these elements must be present 
  within the dream for the path (made of smooth 
  blood-red stones) to shimmer into being and 
  lead the dreamer to the paradise that is 
  Cromlech. Even so, Sleepers who make certain 
  to keep it free of infiltration by the Nightmares 
  guard the way. The elements required to enter 
  Cromlech change each night.  
   
  Mortals who have distinguished themselves on 
  the battlefield may reach Cromlech if judged 
  worthy by the Sleepers.  They are escorted 
  there during their sleep and may stay the night. 
  Any mortal who has been sheltered in Cromlech 
  overnight will awaken refreshed and deliriously 
  happy for a time.  
   
  Geography/Layout: Cromlech is a great fortress 
  with luxurious suites lining its corridors and great 
  halls in which feasting and story telling is a 
  constant pastime. The fortress itself covers the 
  top of a mountain, which overlooks verdant 
  valleys and virgin wilderness. Every room offers 
  a spectacular view and every whim is satisfied. 
  The fortress itself is circular in construction with 
  the great hall in the center and corridors 
  
  Immortal Millennium Book III 
  38 
   
  spanning out from it like spokes of a wheel. At 
  the end of each spoke is a great circular tower 
  (there are nine of them) that rises fifty feet high. 
  Each tower provides even greater views, serving 
  as a place of reflection. 
   
  Technological Limitations: Nothing may be 
  brought into Cromlech as everything needed is 
  found within that mantle. However, weapons 
  cause no damage and no one may harm one 
  another. In Cromlech, the battles are all over. 
   
  Physical Laws: Cromlech is a very stable area of 
  the dream-realm, and is thus indistinguishable 
  from reality while a character is there.  
   
  Social Makeup: As one can imagine, Cromlech 
  is filled with Sleepers and favored brave mortals 
  who fight the darkness of the Sanguinary in their 
  dreams every night. All other inhabitants there 
  accord these Dream Warriors respect, no matter 
  what their origin. Sleepers from other Prides are 
  often sheltered here.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Immortal Millennium Book III 
  39 
   
  Appendix A: 
  Peri Artifacts and Items 
  Arks 
   
  For millennia, the Peri acted as mercenaries, and as such earned a vast amount of life force as payment 
  for their work.  This life force was stored in great arks of life force in the form of menhirs, or great stone 
  monuments. These creations were littered throughout the Underworld and many were created in the 
  upper world to provide for Peri on the surface. In many cases, the Peri enacted alliances with Humans to 
  aid in the construction of these great stone-works. The Sindren clan, the principle builder of these 
  monoliths, were known to even share their secrets of creation with mortals.  
   
  The power of the menhirs was in their simplicity. While pride Banjax instructed mortals in fine 
  mathematical precision to design the pyramids, the Peri were able to create as powerful artifices by 
  teaching the art of stone sensing. As every stone and crystal has its own vibration, so too do they store 
  energy and life force in different ways. By choosing only the most efficient stones, the Peri were able to 
  create comparable monuments without as much time or effort required. This gave them a significant edge 
  in early human civilization when construction of monumental structures was difficult at best. 
   
  Of course, this was all done under the pretense of religious functions for the Humans, who used the 
  structures for purposes far different from anything the Peri had originally conceived of. This had a twofold 
  benefit, first the mortals respected the edifices and therefore did not seek to destroy them and second, 
  other immortals dismissed them as fanciful creations of the Humans. 
   
  The tradition of stone burial chambers, such as the long barrows of ancient times, allowed the Peri 
  entrances into the upper world from the Underworld that would not be commonly investigated by curious 
  humans and would be dismissed as inconsequential by immortals. The barrows were created to honor 
  the dead, a proper act in Peri eyes that also stored the life force spilled from their deaths in the stone 
  around them. These secret refuges would be used by Peri who required life force. Some also contained 
  secret passages leading to openings into the Underworld. Most in the Mortal world no longer have any 
  function, having been abandoned when the Quiet Cultures that built them vanished. 
   
  Menhirs were sometimes also left as markers for Peri warriors returning home, marking directions to 
  nearby entrances to the Underworld in a language of runes known only to the Peri. The more complex 
  arrangements involving multiple rows were used to mark a protected path through Shallows, which could 
  endanger immortals pointing the way toward an entrance to the Underworld. These stones still point to 
  openings into the Underworld, though not all such openings have survived the passing of time. Many 
  have become overgrown with vegetation, masking their presence or have collapsed and forever been 
  sealed off from the Underworld. 
   
  The henges, circles of stones or wooden posts with embanked earthworks were constructed as instant 
  transport sites from one area to another. They were built according to Sindren specifications along Ley 
  lines that were linked to others, including those that turned underground. Some henges allowed Peri to 
  escape into the Underworld when they sounded their dirge. Others opened gates into mantles of ancient 
  times or cleansed taint from immortals that entered their sanctuaries. Most required some sort of upkeep 
  to maintain their abilities, which would in part be paid for by the life force that would be stored in their 
  stones. This represented a form of ark for the Peri. Human superstition often replenished the sites. 
   
  A few henges still function, though most have fallen into disrepair were abandoned centuries ago. The 
  most famous of them, Stonehenge is a transport arena not to anywhere on earth, but to the Dominions 
  beyond. Any Peri with a visage of 8 or more can activate it. 
  
  Immortal Millennium Book III 
  40 
   
   
  The Grail 
   
  It is unclear to the Peri whether this is an actual object, a person or another power beyond their 
  experience. A conterfiet of the supposed goblet used by Christ at the Last Supper turned up and was 
  enchansed with one of the shards of the Sanguinary, but this item is a pale reflection of power when 
  compared to the true Grail. Some immortals believe the Grail is the ability to "tap in" to the remaining 
  power of the sunedrion trees that did not burst forth in the Bloom.  
   
   
  The Torques of Almandia 
   
  Created by Ivalde himself, named for his Queen, these golden collars are inscribed with beautiful runes 
  describing the glories of the house of Ivalde. They were made in response to Loki's challenge to test the 
  craftsmanship of the Ivaldi and Sindren. The torques make the wearer immune to beheading while they 
  are worn. There are seven in existence, three of which are owned by House Ivalde, one of which is part of 
  the Russian crown jewels (which have vanished), one is worn by a Taira champion and the other two 
  have vanished in time. 
   
   
  Draupnir(s) 
   
  Draupnir is the ring that Sindre created in the challenge issued by Loki in 64,800 BC. Made of white gold 
  imbued with mead at its center, inscribed with delicate, feathery script, the ring is renowned for making 8 
  duplicates exactly like itself every 1000 years. This means there are 528 duplicates of the one original 
  ring. 
   
  Each Ring is imbued with a number of powers.   Each ring allows understanding of the earth element, 
  allowing it’s wearer to instantly identify any stone or mineral he touches and its value in the mortal world. 
  No stone can bar the travel of the wearer of this ring, he will pass through any door or wall made of stone 
  as if immaterial. He can enter into boulders and remain protected if he stays inside. He can move 
  underground as if swimming without need to breathe.  Every duplicate of Draupnir is set with a gem cut 
  from the Blue Emerald herself. This allows all wearers telepathic communion with all other wearers of the 
  rings, and with the Emerald herself, should she wish it. The Emerald can "see" out the eyes of every 
  wearer, allowing her to direct the Orders efforts. The rings can activate any machine at the desire of the 
  wearer, but only Peri technology can be controlled.  Human technology is only "powered up." Abzulim 
  technology cannot be affected by any of the Draupnirs. 
   
  The original Draupnir (not the copies) aside from duplicating itself regularly, grants additional powers to 
  the wearer. The first is proof against all mind control and illusions. The second is the ability to sense any 
  shard or vox within 1000 yards of itself.  This ring is identical to the copies. Before the original ring makes 
  a copy, it glows and emanates a beautiful music that lasts for 10 days. During this time, the Cerulean 
  Order holds their most joyous festival, during which time a wearer of the newborn ring is chosen. To be 
  chosen as a wearer of Draupnir is the most honorable duty a member of the Order can attain.  
   
  Most of the rings remain in the hand of the Cerulean Order. Whenever one falls into the hands of an alien 
  house, the Order swiftly sends Highbinders to recover it. Even so, 5 rings are missing and the gems of 
  the Blue Emerald have been taken out of them, leaving them invisible to the rest of the Order. The Order 
  hunts these five rings ceaselessly.  
   
   
  
  Immortal Millennium Book III 
  41 
   
  Cap of Alberich  
   
  This cap was created by an Ivaldi named Alberich. He fashioned the cap for Hermes, but after a conflict 
  centuries later, stole it back and disappeared into the Underworld. The cap itself is brown in color and 
  does not appear extraordinarily beautiful or even very well-kept. It is nevertheless, a very potent magical 
  artifact that has not one, but two serenades warded to it. The cap allows the bearer to turn invisible and 
  be almost completely undetectable. This cap was used by Alberich to escape the Nibelung purge of 337 
  AD. It remains in his possession. 
   
   
  Skidbladnr 
   
  Ivalde, mastermind of the Walk also created a mobile form of the vast city, a ship which had all the 
  amenities of a large city, but which could fly as well. He created the lighter during his contest with Sindre 
  to determine which brother was more skilled. The Morrigan judged against him, which enraged Ivalde. He 
  used Skidbladnr as a base of operations during the civil war that followed, but eventually he and his 
  people were conquered. The Morrigan, for their aid against him during the war, demanded Skidbladnr as 
  payment. The victorious Sindren agreed, and further sold the Ivaldi into slavery as weapons for the 
  Morrigan. The ship was renamed Magonia by the Morrigan and is now their principal stronghold, floating 
  in the clouds of the upperworld.  
   
   
  The Golden Boar 
   
  Another of Sindre’s works, the boar was made of solid gold, was fully articulated and could fly about 
  shedding golden light. It has the ability to sniff out precious metals and is sought by many greedy mortals 
  who have learned its myth is true.  The boar is supposedly still in the hands of the Cerulean Order.  
   
  
  Immortal Millennium Book III 
  42 
   
  Appendix B: 
  The Lore of Stones 
  Unlocking Stones is an art the Peri have discovered over the millennia, the ability to free the power of the 
  Sunedrion that infuses natural, unprocessed minerals. In practice, unlocking a stone’s natural power is an 
  alternative to playing serenades. Unfortunately, once a stone is unlocked, it gains impurities and 
  eventually becomes powerless. Because of this inherent destruction of the natural world, Peri use this 
  power only when absolutely necessary, and always with regret. A Peri who relies heavily on this art brings 
  down first the disapproval, then the anger of his entire Pride. Peri also oppose mining whenever they can 
  for the same reason, as humanity unearths rare minerals and unknowingly introduces impurities into their 
  essences. Any mineral that has been processed (melted down, alloyed, worked in any way) contains no 
  essence to tap.  
   
  Unlocking Stones 
   
  Requirements:  Unlocking stones requires two elements to make it successful.  
   
  The first is a material component---the mineral or metal itself.  
   
  The second required component is energy---immaculum. All immortals possess immaculum, and many 
  mortals may as well, depending on your narrator’s specific game setting. Immaculum is burned, as an 
  energy source to unlock the stone to harness a stone’s power requires the expenditure of immaculum 
  equal to the cost to unlock the specific mineral. This cost is outlined at the end of this Appendix 
   
   
  Steps: 
   
  First, the character needs to find a specimen of the stone or metal whose properties he wishes to unlock. 
  If he wants to read someone’s mind, for example, he will want a fine piece of copper, the telepathic metal. 
  Each ounce of the mineral requires an expenditure of 1 immaculumI to unlock in addition to its base cost. 
  For example, an ounce of gypsum (normal cost---6, requires an expenditure of 7 immaculum to unlock).  
   
  The player notes the cost of the stone he wishes to unlock. The character must be able to meet the cost 
  by temporarily expending or "burning" his immaculum. He must also be physically touching the stone. 
  Only the purest specimens can be unlocked. For example, flawed diamonds or metals alloyed with others 
  are inert.  
   
  For example: Mira wishes to bring rain to the parched area she is in. She decides she will use gypsum, 
  which is one of the rainmaking stones. Gypsum has a cost of 6 to activate. This means Mira will need to 
  meet that cost by burning 7 of her immaculum. No dice rolls are required.  
   
  Expenditure and Recovery of Immaculum 
   
  The FI expenditure is temporary. Each point returns at the rate of 1 each hour after it is burned. So, in the 
  example above, Mira would regain her 7 burned points over the period of 6 hours. The regeneration is 
  automatic and does not require rest.  
   
   
  
  Immortal Millennium Book III 
  43 
   
  Results  
   
  Unlocking Stones is an art that is always beneficial and never destructive. Being destructive weapons 
  themselves, the Peri developed this art to heal and nurture themselves. If there are destructive ways of 
  unlocking stones, that art is known only to the Drove Azhoth, the Peri’s bitter enemy. 
   
  In the above example with Mira unlocking gypsum to bring rain, the rain will fall around her. She cannot 
  use it to make rain fall on the other side of the world. A character must, in some way, personally benefit 
  from the use of the power, or it will manifest randomly at the whim of the narrator.  
   
  This is not to say that destruction cannot result from unlocking a stone. Too much rain can cause a flood 
  as a natural consequence. Fog can blind an enemy. But such catastrophes are up to the Narrator, in 
  accordance to his story. 
   
  Because of the nature of Unlocking Stones, a mortal can also use the power, providing he has the 
  immaculum required to do so. Much of this lore has found it’s way into the New Age movement. 
   
  Duration 
   
  The mystical effect of a mineral will endure until the character who unlocks it wills it so, or the immaculum 
  used to unlock it returnsin totality to the Character, whichever comes first. 
   
   
  Mineral Index for the Lore Of Stones 
   
  Stone 
  Properties 
  FI Cost 
   Agate, angel wing 
  Restores sight to the blind 
  4 
  Agate, blue lace 
  Heals any wound to a limb 
  3 
  Agate, Brazilian 
  Locates water 
  2 
  Agate, fire 
  Removes fear 
  7 
  Agate, flame 
  Heals all burns 
  3 
  Agate, moss 
  Brings rain or fog 
  5 
  Agate, purple sage 
  Senses dominant emotion in another 
  6 
  Agate, rose-eye 
  Allows a spirit to enter character’s body and speak through him 
  8 
  Agate, Snakeskin 
  Completely masks the aura, making character invisible to droves 
  10 
  Alabaster 
  Allows character to betray no emotions, by facial expression or while being 
  mind-read 
  6 
  Amber 
  Brings good luck to warriors, allows one extra action per round 
  7 
  “ 
  Cures any disease 
  5 
  Amethyst 
  Promotes a regal bearing to impress others 
  5 
  “ 
  Blocks mind control from others 
  7 
  “ 
  Cures drunkenness, hangover, effects of drugs 
  5 
  Amethyst, chevron 
  Grants a vision of the future 
  9 
  Antimony 
  Reduces fevers, cools the body 
  3 
  Aquamarine 
  Gives courage 
  5 
  “ 
  Warns character of ambushes 
  7 
  “ 
  Allows character to speak the same language as the person he is conversing 
  with 
  6 
  Azurite 
  Blocks telekinetic powers 
  6 
  Basalt 
  Causes the character to be able to bear or see a child 
  7 
  Bismuth 
  Allows out of body travel 
  7 
  Bloodstone 
  Heals any injury 
  6 
  Brass 
  Character can lift any boulder, no matter it’s size or weight 
  7 
  
  Immortal Millennium Book III 
  44 
   
  Calcite 
  Releases electricity in whatever holds it captive 
  6 
  Carnelian 
  Stone of Emotion, eliminates negative emotions 
  4 
  Chalcedony 
  Allows character to receive the thoughts of a loved one 
  5 
  Chrysocolla 
  Deflects any electrical attack 
  6 
  Chrysoprase 
  Detects lies within a business meeting or marriage bed 
  7 
  Citrine 
  Leads character to closes source of easy money 
  5 
  Copper 
  Telepathic metal, allows character to read anotherís thoughts 
  7 
  Diamond, white 
  Eliminates pain of poison for 1 day as long as the sun shines 
  7 
  Diamond, blue 
  Allows character to believe his own lies, especially under a telepathic invasion 
  from another 
  8 
  Diamond, yellow 
  Allows character to permanently memorize his surroundings 
  6 
  Diamond, pink 
  Destroys despaire (eliminates 1 ennui point in NPCs) 
  7 
  Emerald 
  Causes an NPC to fall in love with the character for 1 day 
  8 
  “ 
  Allows character to find lost money 
  7 
  Feldspar 
  Allows character to communicate with a known target in the Dominions 
  9 
  Flint 
  Causes fires to ignite in combustible, non-living materials 
  6 
  Flourite 
  Character understands opponents driving motivation 
  7 
  Galena 
  Transforms into any known medicinal concoction 
  7 
  Garnet 
  Character can run without tiring for an entire day 
  5 
  Geodes 
  Opens a gate to a known planet in the Dominions 
  10 
  Gold 
  Removes physical flaws from a character (cosmetic) 
  5 
  Granite 
  Character cannot be harmed by anything made of stone for 1 day 
  9 
  Gypsum 
  Causes rain 
  5 
  Hematite 
  Dispels all heat, even in fire 
  6 
  Iron 
  Character feels no pain from any form of torture 
  7 
  Jade 
  Isolates dreamer within his own dream 
  5 
  Jasper 
  Discovers if an enemy is in the area 
  7 
  Jet 
  Dispels fear in those who fear the character 
  5 
  Lapis Lazuli 
  Controls demons 
  8 
  Lead 
  Identifies any spirits haunting a place 
  6 
  Lodestone 
  Allows flight across water 
  5 
  Malachite 
  Protects aviators from harm 
  4 
  Marble 
  Builds architecture within dreams 
  8 
  Mica 
  Prevents earthquakes from harming character 
  4 
  Moonstone 
  Attracts a mortal lover to the character 
  5 
  Obsidian 
  Removes pain from any wound made from a bite 
  4 
  Onyx 
  Enhances natural instincts 
  5 
  Opal, white 
  Creates a vision which restores hope 
  7 
  Opal, black 
  Detects a traitor in character’s midst 
  9 
  Opal, blue 
  Character can see through closed eyes 
  5 
  Opal, fire 
  Banishes fires 
  7 
  Opal, green 
  Protects the character from the elements such as storms 
  6 
  Opal, pink 
  Becomes any food the character desires 
  6 
  Peridot 
  Protection from anything made of wood for 1 day 
  8 
  Platinum 
  Transforms the character into any human likeness 
  10 
  Pyrite 
  Allows character to detect illusions 
  9 
  Quartz 
  Character can view distant lands and strangers 
  8 
  Quartz, rose 
  Allows character to determine if he is in danger 
  8 
  Quartz, smoky 
  Character makes himself fall in love with someone he hates . 
  6 
  Ruby 
  Prevents bleeding while in battle 
  8 
  Sandstone 
  Character can discover a buried, forgotten place 
  9 
  Sapphire, blue 
  Character is immune to cold  
  ?? 
  
  Immortal Millennium Book III 
  45 
   
  Sapphire, blue star 
  Character is invulnerable to all metal weapons under the morning sun. 
  12 
  Sapphire, black 
  Directs a seeker on his quest 
  10 
  Sapphire, black star 
  Character astral projects to a realm in the Dominions 
  12 
  Sapphire, green 
  Player heals all wounds made by iron 
  8 
  Sapphire, violet 
  Conceals character’s sanctuary from the world 
  12 
  Sapphire, yellow 
  Grants good luck 
  9 
  Serpentine 
  Seals a door from all attempts to open it 
  9 
  Silver 
  Shines like the moon in any dark place 
  6 
  Spinel 
  Increases the beauty of the character 
  6 
  Sulfur 
  Summons demons 
  8 
  Tiger’s Eye 
  Makes the dreamer invisible within the dream 
  9 
  Topaz 
  Powers any device normally powered by electricity 
  7 
  Tourmaline 
  Makes the character immune to drowning 
  8 
  Turquoise 
  Keeps the character from getting lost 
  5 
  Zircon 
  Allows the character to appraise the true worth of an object 
  ?? 
   
   
  
  Immortal Millennium Book III 
  46 
   
  Appendix C: Himsati Minerals 
  • 
  Alexandrite (Green, red under candle-light): Hidden intentions, generally positive, 
  sometimes to do with love or undying devotion.    
  • 
  Amber (Yellow): Denotes kinship with mortals and an understanding that we are all 
  one. Often connected with technology, particularly electricity.   
  • 
  Amethyst (Purple): Maturity and sobriety, sometimes connected to loss and 
  sadness.    
  • 
  Aquamarine (Blue-Green): Considered by many to be a good-luck stone, the true 
  Peri understanding is that it represents a strong belief in Fate, good and bad.   
  • 
  Azurite (Blue): Heritage and the Past. A reminder that things were not always as 
  they are now.   
  • 
  Black Opal (Smoky Black with blue and red-sheened flecks): Hidden dangers of 
  near-insurmountable difficulty.  This stone is truly respected. Thrill-seekers. 
  • 
  Black Sapphire (Blue-Black): Strength under duress and success after hardships. 
  Often awarded to Peri who overcome incredible odds.   
  • 
  Bloodstone (dark green with red Flecks): Hatred for the Sanguinary in all things. A 
  warning stone against carelessness.   
  • 
  Bone (White): Not truly a precious metal, Peri adorn their coverings with bones to 
  reflect a deep interest in  mortality.  
  • 
  Brass (metal): Courageous.   
  • 
  Bronze (metal): Angry and rebellious.   
  • 
  Chalcedony (Blue): A stone of strength in resisting temptation and in overcoming 
  difficulties.   
  • 
  Chrysoberyl (Greenish): A stone strongly associated the wandering, untamed soul.    
  • 
  Citrine (Yellow): Good luck in matters of finance and business. Believed to 
  encourage good relations.   
  • 
  Copper (metal): Cleverness and decadence.   
  • 
  Coral (Red, Blue, etc.): Associated with the sea and the strong ties between the Peri 
  and those living in that realm.   
  • 
  Diamond (Translucent, Blue): Connected to the belief that anything worthwhile is 
  dangerous.   
  • 
  Emerald (Green): Soothing to the mind and tied in some Peri's minds to Lethe. It is 
  viewed by some as the stone of escape, by others as the prison. The connections to 
  the Blue Emerald and the Cerulean Order make it a feared and respected stone to 
  be worn.    
  • 
  Fire Opal (Orange-red): Associated with fire and the furnace. Something to be 
  feared but also revered.   
  • 
  Garnet (Violet): Truth. Peri believe this stone is a lie-detector of sorts, growing 
  darker when deception is in its midst.   
  • 
  Gold (Metal) Nobility and the feeling that might makes right.   
  • 
  Hematite (Gray-black): Radiating silver light when exposed to immaculum, the stone 
  represents exuberant life.   
  
  Immortal Millennium Book III 
  47 
   
  • 
  Iron (metal): Strength and unflinching codes of personal conduct.   
  • 
  Jacinth (Orange): Believed to be a stone of purity.  
  • 
  Jade (Green): Divinity. The Peri use Jade when they are representing something 
  above themselves and it is often used in carvings of the Elementals they so revere. 
  • 
  Jasper (Any): Peri consider it the stone of nature which works both with and against 
  one. If one knows it well, they can use it for their own benefit, but Nature is always 
  stronger in the end.   
  • 
  Jet (Glossy black): Also strongly connected to the soul, but more so with the Himsati 
  and control over it than the Blue Air.   
  • 
  Lapis Lazuli (Blue): Soothing stone of sleep, dreams, comfort and relaxation.   
  • 
  Malachite (Green): Linked with birth and parenthood, many Peri of the elder 
  dynasties wear this gem in honor of their working with the younger Peri.   
  • 
  Moonstone (White): Related to deception and beauty.   
  • 
  Obsidian (Black): Tied to murder and violence, favored by Slayers.   
  • 
  Onyx (Black/White): A strong calming effect which allows for reconciliation. 
  • 
  Opal (White): Clear thinking and rationality. 
  • 
  Pearl (White): Virtue and innocence. Tied to the sea but used to symbolize a 
  between earth and water. Often given as a token of remembrance.   
  • 
  Peridot (Yellow-green): Assuaging anger and soothing madness.  
  • 
  Platinum (metal): Wild hearted and unable to be constrained.   
  • 
  Rhodochrosite (Red): Playfulness and youth.   
  • 
  Ruby (Red): Brings happiness to the bearer and symbolizes joy and success.   
  • 
  Sapphire (Blue): Encourages dedication, piety and goodness in all who see it.    
  • 
  Sardonyx (White): Tied to invisibility and the unseen.   
  • 
  Spinel (Gray): Death and separation.   
  • 
  Silver (metal) Purity of thought and purpose and a dedication to right all wrongs.    
  • 
  Steel (metal): Represents the survivor, permanency and the willingness to overcome 
  any obstacle.  
  • 
  Tiger Eye (Brown): The future and clairvoyance. Some Peri consider it the stone of 
  wisdom.   
  • 
  Topaz (Yellow): A healing stone which often adorns places of recuperation.   Topaz 
  Peri are destined to be healers. 
  • 
  Tourmaline (Any): A stone of deception, its color often revealing the opposite of the 
  stone it is meant to duplicate.   
  • 
  Turquoise (Blue): A symbol of faithfulness and victory.   
  • 
  Zircon (Transparent): Tied to people haunted by a jaded past.   
   
  
  Immortal Millennium Book III 
  48 
   
  Appendix D: Lexicon 
  Abzulim: The first race of immortals, descended from dinosaurs and with the 
  Elementals, the most powerful immortals known to have ever existed. Many immortals 
  resulted from their strange breeding programs.  
   
  Abzulim Warlords (See: The Deepwalkers) 
   
  Adamantine   A metal created from the distillation of an earth Elementals essence, 
  extremely strong and able to heal itself when cut.  
   
  Amaranth: A mysterious group of immortals created during the Bloom from plants 
  bathed in its light.  Possessing the power to create Bright Blood in mortals, they wander 
  through history, inspiring heros within each generation. Once thought to be Solitaires, 
  the Perpetual Society has learned this group is far more powerful and in direct service 
  to the Transcendants.  
   
  Answerer: The second Peri to transcend into the perfect light of eidos, a powerful 
  sword.  
   
  Azhoth, drove: A group of corrupt earth immortals dedicated to the Sanguinary.   
   
  Bloodstonese: Warrior bards among the Peri dedicated to serving and protecting the Kai 
  Ra and destroying the Sanguinary. 
   
  Blood Shields: Magical shields constructed of inscribed cerise diamonds which are 
  locked into the aura and orbit the body at blinding speed, causing injury to those who 
  attempt to penetrate their protective circle.  Members of the Cerulean Order make the 
  most prized of these devices, but lesser versions are made by Keepers. 
   
  Bloom: An event which occurred over six million years ago during which life-force from 
  the slaughtered Trees of Light which once covered Earth erupted from the underground 
  where it had been stored for millennia. The burst of pure life-force pushed back the cold 
  of the ice age and attracted the few surviving Elementals, who were drawn by its purity.  
  They entered the fountain of life and were cleansed of the Sanguinary's influences as 
  their shards died. Because they did not achieve this state of purity through 
  enlightenment, these Elementals were intolerant of all creatures infected by the shards 
  and because of this, prosecuted a war of genocide against the Abzulim.   The Bloom 
  faded after discharging it’s power, leaving behind a group of immortals known as the 
  Amaranth.  A second Bloom is predicted during the 
  final war with the Sanguinary.  
   
  Blue Emerald: A large shard, the substance composing the body of the Sanguinary and 
  believed by her adherents to be part of the Beast’s supressed conscience. The 
  
  Immortal Millennium Book III 
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  Emerald, a living thing, is dedicated to the destruction of all other shards ( including one 
  day herself) so that the Sanguinary never achieves physical form. Because her 
  Cerulean Order also follows this purpose, they are constantly censured by the rest of 
  the Peri, who fear they will come hunting voxes along with shards.  
   
  Bright Blood: The presence of an uncorrupted, transcendent soul within a human, who 
  enter the Crucible when dreaming instead of the Morpheum and are thus immune to the 
  Sanguinary's usual influences.   
   
  Caliburn: (also, Excalibur)The First Sword, one of the original Kai-Ra.   
   
  Cannibal Drones: Artificial constructs in the shapes of insects and other small animals 
  which escaped a Peri laboratory long ago, and which are refining their species with 
  spare parts stolen from modern technologies. The Peri predict the cannible drones are 
  becoming more and more intellegent and therefor represent a threat of unknown 
  potential. Some Peri whisper that the Cannible Drones have been taken over by the 
  Sanguinary.  
   
  Cap of Alberech: A magical leather cap which allows it’s wearer to turn invisible, 
  possessed by the Peri. 
   
  Cerulean Order: A kin devoted to the Blue Emerald and the destruction of the 
  Sanguinary’s corporeal remains, the shards.   
   
  Children’s Crusade: An event in AD 1212 in which children from Europe were sent to 
  the Holy Land to free them from the Saracens. The Peri intercepted a number of the 
  children, nurtured them and eventually brought them into the Pride as the youthful Palin. 
   
  Citadel, the: An abandoned stronghold of the Peri. 
   
  Charm , the: An object created by Ganieda using a shard of the Sanguinary and used 
  by her to enslave the minds of the Peri. It's shape is unknown, for it was always kept 
  hidden from all other eyes, but it was lost when Ganieda was slain by Sir Galahad.  
   
  Cromlech: The Peri mantle of Sleepers, where dream warriors rest from their war 
  duties. 
   
  Crystal Maze: A mantle composed of endless crystal mirrors wherein many Peri venture 
  to find an inner meaning of their existence by staring at their reflections at countless 
  angles. 
   
  Deepwalkers: Nine powerful Abzulim warlords bred to destroy the Elementals that 
  plagued the Abzulim. They are among the few Abzulim to escape the genocide of their 
  race, withdrawing into fortresses within the Dominions. The Deepwalkers hold the 
  secrets to unlock the locked vaults of the Foundry.  
   
  
  Immortal Millennium Book III 
  50 
   
  Devil’s Catacombs: A mantle of the Peri in the lava caves under Japan, a stronghold of 
  House Soga and Taira.  
   
  Doomsday Device: A machine being constructed by the Ivaldi as a superweapon 
  against the Sanguinary in the end times. Other than among the highest echelons of the 
  House, nothing is known of it’s appearance or function, but part of it escaped into the 
  human world in the form of the cannibal drones.  
   
  Draupnir: A magical ring capable of duplicating itself eight times every 1000 years, used 
  by the Cerulean Order as a setting for fragments of the Blue Emerald. The rings grant a 
  number of mystic powers to their wearers. 
   
  Emberin: An abandoned Peri fortress beneath present day Israel. 
   
  Emerald Palace: The Taira mantle, constructed from a single emerald. 
   
  Excalibur: See Caliburn. 
   
  Foundry: An Abzulim fortress containing many rooms, bays, hangers and forges, used 
  as the site for creating all their most terrible weapons. The Deepwalkers used the 
  magical fires of the Foundry (which are hot enough to melt conundrum and other 
  shards) to create the Kai-Ra. The Kai-Ra later took residence in this place and bred the 
  Adamantine, the first generation of the Peri in it’s fires. Most of the Foundry is locked 
  behind impenetrable doors, and though the Peri use it’s central forge for their most 
  sacred rituals, they are unaware of what lies behind these gates. Only the Deepwalkers 
  can open them.  
   
  Furnace: The deepest region of the Underworld near the earth’s molten core, site of the 
  Foundry. 
   
  Ganieda: A mortal thrall of the Sanguinary who eventually was uplifted by the Peri. She 
  became thereafter one of their most dangerous enemies. 
   
  Gargoyles: A generation of Peri which were rescued from Alavastis by the Kai-Ra Mimir 
  after he consumed an intense draught of mead from Avalon's lake. They live to destroy 
  the last Azhoth. 
   
  Gauntlet: A protective area surrounding the Hearth, the Peri creche beneath the 
  Mammoth Caves in Kentucky.  Visitors to the Creche must survive it’s traps before 
  gaining entry. 
   
  Gehenna: A region of the Underworld located under present day Africa, the site of many 
  battles between the Peri and droves. 
   
  Golden Boar of Sindre: A pig-like robot constructed by Sindre, made of solid gold with 
  long sweeping bristles like hair. The ancient machine can fly through the air, shedding 
  
  Immortal Millennium Book III 
  51 
   
  golden firelight and is also capable of sniffing out precious metals, as a pig sniffs out 
  truffles.  
   
  Gray Dolls: A Quiet Culture of the Peri, dedicated to recovering the lost voxes of slain 
  Peri and ministering to the wounded. 
   
  Hearth: The creche of the Peri, a central stronghold under the Mammoth Caves in 
  present day Kentucky.  
   
  Hecatoncheries: A Quiet Culture of the Peri dedicated to intervening on the behalf of 
  humans against the interference of other immortals. 
   
  Henges: Ancient sites which allow for instantaneous teleportation from one site to the 
  other, used as arks by the Peri. 
   
  Imari: The ruling body of House Ivaldi who are constructing the Doomsday Device. 
   
  Inferno: A deep region of the Underworld beneath the ocean floor. 
   
  Ivalde: The leader of the Ivaldi, a marvelous craftsman who became embittered by a 
  Morrigan plot which pitted his skills against those of his brother Sindre. Judged inferior 
  in a contest, he led a civil war against the Sindren, eventually to lose and watch his 
  people sold into slavery to the Morrigan. 
   
  Ivaldi: Ivalde’s House, builders of the Doomsday Device. 
   
  Kai-Ra: The nine First Weapons forged by the Abzulim Deepwalkers in the Foundry. 
  They were used as Elemental-slayers until the Elementals were fortified by the power of 
  the first Bloom.  Thereafter they refused to strike any Elemental and were eventually 
  abandoned. The Kai-Ra afterward created the first Peri generation in the same place 
  where they had been born. Solitaire the Spear, Excalibur the Sword, Mimir the Axe, 
  Mjolnir the Hammer 
   
  Ladies of the Lake: The ruling body of Kin Avalon, Keepers who protect the pristine 
  lakes which offer entrance into Avalon and whose pure waters feed the Sunedrion tree 
  surviving there.  
   
  Lamp Lighters: A type of double-person flying fighter craft constructed to traverse the 
  Walk, appearing similar to a translucent, glowing bat. Most of these marvelous crafts lay 
  dormant and hanging from their bays along the Walk. 
   
  Lapis: A Quiet Culture of the Peri dedicated to distributing the mineral wealth of the Peri 
  into human society in return for temporal holdings.  
   
  Loki: A Morrigan who used his clever machinations to engender strife among the Peri, 
  strife which eventually led to their civil war. The Peri hate Loki and his children.  
  
  Immortal Millennium Book III 
  52 
   
   
  Longinus: A mortal who became part human, part spear Peri when he pierced the side 
  of the dying Christ to give him a merciful death. The faith of Christ is claimed to have 
  transformed him. He is a sometimes ally of the Peri but longs for death. 
   
  Lore of Stones: The ability of a person to unlock the mystical vibrations of various 
  minerals and release them as magical effects.  
   
  Lost Boys: The Quiet Culture of the Palin, composed only of children and dedicated to 
  soothing the plight of abused mortal children everywhere.  
   
  Menhir: Standing stones which are used by Peri as arks. 
   
  Mimir: One of the Kai-Ra , the axe. 
   
  Mjolnir: One of the Kai-Ra, the hammer. 
   
  Moor Lock: A shabby Peri holding where humans and Peri mingle, an orientation and 
  testing place for those about to be accepted into the Underworld.  
   
  Murder Dens: Peri Mantles designed to lure in, trap and destroy Droves without a 
  chance for retaliation. 
   
  Nibelung: A human Quiet Culture of the Peri dedicated to locating the Holy Grail. 
   
  Nimue: Leader of Kin Avalon and protector of the Tree there. 
   
  Palin: The new breed of Peri created from children lost during the doomed Children’s 
  Crusade of 1212. They are dedicated to the protection of innocence and the idealism of 
  youth as well as eventual reconciliation of the Peri with the Elementals.   
   
  Sindre: Ruler of House Sindre, twin brother of Ivalde and the son of Solitaire. His pride 
  caused him to compete against his brother to prove he was a better craftsman. That 
  contest led to civil war which decimated the Peri. He now exists in a state of regret, his 
  pride broken. His Kin,  once the pillar of the Pride, engenders only pity and scorn.  
   
  Sindren: The people of Sindre. 
   
  Solitaire: The First Spear, one of the Kai-Ra. She was the first immortal to achieve eidos 
  on her own. 
   
  Solomon, the: Also called Solomon’s ship, a lighter capable of flight and the ability to 
  cloak itself from view, the Solomon was constructed by the Nibelung, who used it to 
  escape the purge of Ganieda. It is still in the hands of the Quiet Culture. 
   
  
  Immortal Millennium Book III 
  53 
   
  Soul Cage: A virtual world being constructed on the world wide web by the Peri as a 
  prison in which to trap the metaphysical essence of the Sanguinary after it has been 
  exorcised from the dream-state of human beings. The effort is spearheaded by the 
  Cerulean Order.  
   
  Spectral Knights: Undead servants of Ganieda who wear colored suits of armor. Having 
  died in their own dreams, they also inhabit the dream world as bringers of nightmares. 
   
  Steel, the; A thrill-seeking, lesser Kin of the Peri engendered on the American frontier 
  during the old west.  
   
  Styx, river: A powerful Elemental whose body (the waters) constantly shift through the 
  earth in different paths. All oaths sworn on the River Styx by an immortal must be 
  honored, or the river invariably visits terrible vengeance on the oath-breaker. Immersion 
  in the water causes an immortal to become acutely aware of his own latent corruption, 
  and to sink into instant ennui. Mortals who bathe in the water are made proof against 
  any weapon that is not enchanted with limmaculum. The "river" is dangerous and 
  unpredictable, and all immortals fear it.  
   
  Sword of Victory: A terrible weapon forged by Volund-Thjasse, a corrupted smith of the 
  Ivaldi and the first to join Drove Azhoth. The sword has the power to imprison the 
  himsati souls of those immortals it slays, as well as human souls. The Sword of Victory 
  was used against the Peri and the Morrigan. Both Prides seek it to release the himsatis 
  of their people trapped inside its blade. 
   
  Torques of Almandia: Magical necklaces which prevent any who wear them to be proof 
  against beheading. The torques can only be willingly removed by their wearer. 
   
  Toys: A group of Peri resulting from Ganieda's use of her charm on Peri females. Bred 
  as a slave race, they are susceptible to the lost charm and seek to recover it. Toys have 
  toy-like himsatis (similar to dolls and clowns) which they use to hide themselves among 
  mortals.  
   
  Undersky: The monastic domain of the Blue Emerald and her Cerulean Order, 
  composed of 5 beautiful cities. 
   
  Walk, the: The greatest architectural achievement of the Peri, a vast double-spanned 
  bridge which circles the earth from pole to pole and along the equator. The vast city was 
  meant to be the Peri’s principal stronghold, but the central power source to operate it’s 
  technologies, the Blue Emerald, was stolen by her own Cerulean Order and carried into 
  a secret place, causing the Walk to shut down. It now remains a dark but beautiful 
  monument to Peri achievement. 
   
  Wormine: Enemies of the Peri, a brotherhood of dark Druids connected to the Illuminati. 
  
SOURCE: textdata/thevault/Immortal/Immortal Peri Source Book.pdf