TEXT:  
  175
   
   
  Snow.  The middle of an Eastern Russian Winter.  Everyone speaks in his 
  or her native tongues.  Huge Tri-Track bulldozers push the snow aside, forming 
  a crater and wall against the elements.  A pre-frab building sits in the 
  center.  A huge, wheeled drilling machine sits anchored in the ground, burying 
  into rock.  Several Russian engineers work on it.  Others walk to and from the 
  building.  The technology looks substantially futuristic but not clean.  
   
  The machine runs unhindered.  Two Russian Engineers…the team leaders, 
  talk near the machine. 
   
  “Depth”   
   
  “12 500 meters” 
   
  “Readings must be wrong…can’t be right.  Double check.” 
   
  “Checked it twice…” 
   
  “Alright…shut it down…” 
   
  The machine grinds to a halt and the two Russians enter the buildings. 
   
  Computers relay information from the machinery outside.   
   
  “Open the bit, activate the sensor head.  Double check these numbers.” 
  Says the leader. 
   
  “Already did…its not lying…17 psi.” 
   
   
  “That’s impossible…it must be broken. 
   
  “Its not broken…we found a cavity.”   
   
  “12 kilometers down.  That cannot occur.  Not with 17 psi.  
   
  “Sir…” one Engineer raises a hand.  The bearded Russian walks over. 
   
  “What?” 
   
  “I checked the other sensors.  The pressure sensor is working.  Others are 
  transmitting unusually data.” 
   
  “Like what—“ 
   
  “Sir, the seismic mics…they are picking acoustical data…” 
   
  Dead silence from the room.  The other leader Russian steps forward…” 
   
  “Sound…” 
   
  A long delay…he trembles his hand…flips a rusted switch.  The speaker comes on… 
   
  Screams…overlapping.  Screams of paint, hunger, fright.  Hundreds.  Thousands.  
  Men.  Women.  Children.  Things, that don’t seem to be human at all. Dark, deep roars 
  of animals but forming words of a language none can understand.  The screams 
  intersect.  They echo, sending chills among the room.  These are sounds no mortal 
  should ever hear. 
   
  The room shakes.  The light outside goes dark.  Everyone look up to the ceiling 
  instinctively.  The natural sun fades out. 
   
  The group leaves the room…outside…they look up. 
   
  A gargantuan comet streaks overhead.  It’s going to hit…nearby… 
   
       They have done so well…but risked too much.  Sacrifices cost them dearly.  Friends and 
  allies fell to enemy blades.  Past loyalties crumbled.  The pressure my young crusaders face 
  every day would break most souls.  I understand why fate--fate…Do I still believe?  Maybe 
  Amethyst chose them from beyond the gate—chose these mortals to save the planet.  Perhaps 
  they contain some greater potential lost on me.  I have faith in them, simply because the cause 
  survives.  Aiden—determined, driven, unflinching.  Misha—Powerful, charismatic, protective, 
  Uriel—Faithful, spiritual, wise.  Raven—Innocent, Kind, and Gentle.  They loose friends.  Kaid—
  falling into darkness, taken away by an unknown force.  Malachi—Disillusioned, fearful, 
  abandoning the cause.  Gilran—Struck down, sacrificing himself for the lives of others.   
       However, allies have arisen, from the oddest places.  The fallen Saint, containing a truth, 
  and recoiling against her masters, rising up to start a great revolt against evil.  The risen 
  demon, banished to the white gate, incapable of malevolence.  More await to be allied.  Soon, 
  the entire planet will choose a side, for no one can remain out of this fight.  The eventual final 
  battle will not be between Technology and Magic but between the Past and the Future of the 
  planet.  For few know the real truth.  Even I am not entirely sure what the truth is.  I look 
  outside of the range of the White Gate…and I see…nothing.  A void.  Ant yet…I know something 
  exists out there.  Something not effected by magic.  Our past come back to haunt us… 
  Genai 
  ENCOUTNERS – GM EYES ONLY
  
   
  176
   
   
  The world is a lie. 
   
   
  Everything you know is wrong.  Everything you understand resides on a surface of falsehoods.  The 
  lies are not perpetrated by the forces of evil but by the ignorance of the inhabitants of this planet unwilling 
  or unable to look beyond their own lifespan and think about cause and effect.  How did the world get to 
  where it was?  Stories tell than 65 Million years ago, the Hammer of God fell.  Amethyst would remain and 
  open the White Gate to Attricana when the world healed from its trauma.  The Black gate would close as 
  well, reopening by the will of their most powerful mortal creature.  Its name fell into obscurity, deleted from 
  history.  Stories tell of the great betrayal.  Million of demons and devils attacked Amethyst.  The Evilesco 
  Machina, known to others by the name Gebermach, emerged, designed for one purpose…slay the 
  greatest dragon.  He, or rather it, succeeded.  But Amethyst struck down the forces of darkness and 
  slammed a great rock over the Black gate, sealing it off.  Earth would belong to no one.   
   
  65 Million years later, the Second Hammer fell…right on top of the Black Gate.  The force cracked 
  the Absolute rock, and allowed the forces of darkness back into the world.  However, a reaction has an 
  equal and opposite reaction…and the white gate opened as well.   
   
  After so many millions of years, the world ventured back into magic.  But this time, things were 
  different.  A new wild card entered the equation.  The wild card known as Man.  Barely alive after a nuclear 
  war, the survivors separated into two camps.  Those with the know and those without.  Those with, gathered 
  together and rebuilt mankind in the form of massive idols of their once glory.  They walled these idols in and 
  called them Bastions.  The remnants left behind survived only by embracing magic themselves.   
   
   
  And the world continued… 
   
   
  Oblivious that’s its history was wrong… 
   
   
   
       It’s been a slow progression.  I look back a year ago when all this began.  
  Something doesn’t feel right.  I tried grabbing all the pieces of this puzzle.  But 
  when I look at them, I realize the end result was not the image I conceived.  Could 
  there be perhaps a second puzzle no one knows about?  Could these riddles be 
  linked?  The new pieces force me to ask questions I don’t believe any human ever 
  asked.  Questions I don’t believe no one on this planet can answer.  This world is 
  held together by a very delicate fabric.  I feel if I ask these questions that 
  haunt me at night, I would pull upon loose threads, unraveling everything I came to 
  understand.  The rules set in stone crumble under the hammer of truth.  Do I want 
  to know the truth?  The more I look into it.  The more I try to fit these new 
  pieces in, the less sense it all makes.  This requires a leap of logic…of 
  understanding.   Questions haunt me.  Why did the Second Hammer strike precisely 
  where the Black Gate was?  The Fallen dragon, Kronos the Weak, told us the gates 
  were not connected…and closing one would not close the other.  But then how did the 
  White Gate reopen?  Stories tell that Mankind went through a Nuclear war.  Was that 
  before or after the Second Hammer?  Who did we fight…and why?   
       And the Saints?  Are they alive or dead?  What does that mean?  This Saint we 
  befriended gave few answers, in the dark herself for two thousand years.  And whom 
  did we save her from?  This machine that shed mortal blood, immune to magic, spoke 
  in a voice all too human.   
       He claimed they, and not us, were the true inheritors of this planet.  But 
  how?  I asked a simple question: 
       “Who are you?”   
       “To find the answers you seek“ he said, “you must be able to ask the right 
  questions.  To find the answer, look underneath the Tower of Babel.  Then the right 
  questions may arise.  And if these people you hate are called Saints…then we’re 
  Angels.” 
       What did that mean?  I found out later he went by the name of Kairos.  
  Angels…Saints.  If only I could find God and ask him what this meant.  I want to 
  understand.  But at what cost? 
  
   
  177
  THE BELIEF 
   
  The world, as we know it, is beautiful in its 
  simplicity.  In the age of Dinosaurs lived a time of 
  magic.  Man simply didn’t exist in this time.  Elves 
  and Dwarves lived apart, but dominated the 
  world together.  Halflings and Gnomes followed 
  after.  On the other side, Goblins and Orcs fought 
  them at every turn with Kobolds and Ogres in 
  smaller numbers behind them.  Dragons, both 
  good and evil, soared overtop of the landscape 
  involving in the matters of the mortals when 
  necessary.   
   
  The world definitely skewered towards 
  the good side, as the most powerful creature was 
  a Dragon known as Amethyst.  Amethyst was no 
  defined race of dragon, being of Chromatic and 
  Metallic properties.  When he spoke, even the 
  evil ones listened.  Even they followed him when 
  he put forth his rules.  Everyone respected his 
  power…even Mengus, his polar opposite.   
   
  No is sure what came first.  It is thought 
  that Dragons were the real true inhabitants of this 
  Earth.  Perhaps the Bible had gotten parts 
  right...and that simply Adam was a Dragon.  In 
  the Ancient Draconic speak, Amethyst is referred 
  to as Initius Lithun, which if translated literally 
  means the first life—Leading many to believe 
  Amethyst was Adam, created by god to inhabit 
  his world.  Perhaps God himself opened the 
  White gate himself…which makes a bit of sense 
  as why would God create a Universe then 
  populate which such frail beings.  Dragons 
  seemed to make more sense. 
   
  The Black gate most likely formed from 
  betrayal.  Mengus might have been a good 
  dragon fallen to evil or an evil dragon wanting to 
  loose Amethyst from his throne.  The black gate 
  opened and swallowed Mengus, imprisoning him 
  forever.  As time grew, Mengus became more 
  and more powerful, feeding off Negative energy.  
  He eventually grew so massive he couldn’t leave 
  Ixindar—the gate was too small.  Mengus knew 
  that as long as Amethyst lived, the gate would 
  never permit him to reenter the world.  He waited 
  for his time. 
   
  Then came the First Hammer.  Massive 
  and so powerful, it would wipe out most of the 
  life in the planet; it could cause repercussions 
  through the echascape.  Mengus started 
  working.  Centuries earlier, he ordered the 
  sacrifice of 300 of his fellow dragons their souls 
  fused into three orbs of despicable evil.  He then 
  used these orbs to construct three evil artifacts.  
  To wield these artifacts, Mengus built himself a 
  machine that focused all of his power--undyingly 
  loyal and as immortal as he.   
   
  Amethyst ordered all the forces of good 
  and evil into their gates, leaving Earth to the 
  Lizards.  Amethyst would remain behind and 
  reopen both when the planet healed.   
   
  Mengus ordered the betrayal.  
  Gebermach led the forces of evil into Amethyst 
  after the white gate closed.  Gebermach himself 
  attacked and mortally wounded Amethyst.  
  Amethyst belted Gebermach back into the Black 
  gate.  With his dying throws, he wiped out the 
  surface population of fiends and slammed a 
  mountain onto the Black gate, cutting it off 
  forever.   
   
  Mankind evolved from Apes, and 65 
  millions years after Amethyst fell, the gates 
  reopened.  What happened in between is 
  somewhat of a mystery.  Many believe these 
  gates are connected, but they are not.  The 
  Second Hammer struck right on top of Ixindar, 
  cracking a small opening and allowing evil to 
  return. 
       What were you thinking?!  You perceive man 
  deserved punishment.  Our sins against the 
  planet reattributed against us.  The politicians 
  and the religious leaders--they've made a 
  thorough mess of it.  We were in deep trouble.  
  But Mankind was on the upswing.  We 
  accomplished so much.  We underwent so much 
  pain.  We came so close to wiping each out by 
  our own hatred.  We survived.  We rebuilt.  Man 
  cured many of the greatest maladies of its time.  
  Nations were allying.  War grew obsolete.  Man 
  reveled in his accomplishments.  We survived our 
  technological adolescence.  We were on the eve 
  of discovering that nothing should be done for 
  the sake of gods, but all for the good of man -- 
  nothing for another world -- everything for this 
  one.   We were the product of 4.5 billion years of 
  fortuitous, slow biological evolution. There is no 
  reason to think that the evolutionary process 
  had stopped.  Our loyalties are to the species 
  and the planet. We spoke for Earth. Our 
  obligation to survive owed not just to ourselves 
  but also to that Cosmos, ancient and vast, from 
  which we sprung.  For most of human history we 
  searched for our place in the cosmos. Who are 
  we? What are we? We make our world significant 
  by the courage of our questions, and by the 
  depth of our answers.  As a species, finally 
  joined, our potential was limitless.  We looked 
  upon a precipice and realized man would finally 
  leave his cradle and venture into this great 
  cosmos a united species… 
  …and THEY RUINED EVERYTHING! 
  Xavior Camus
  My Brother. 
   
   
  
   
  178
   
  Man, at the time, was doing quite well 
  for itself.  Given enough time, he would have 
  ventured into the cosmos a united species.  Then 
  the second hammer fell, cracking open the 
  black gate.  Some believe we were already in 
  the midst of a nuclear war but many started to 
  think we dropped the bombs to prevent the 
  forces of darkness from overwhelming the once 
  green land. 
   
  In the end, Mengus is still imprisoned, and 
  the remnants of Amethyst’s heart shattered into 
  12 jewels.  When the white gate reopened, these 
  dead fragments grew to amazing power.  They 
  were hunted down and found by the Gray Elves 
  and Titans and Good Dragons.  Odd that they 
  were…almost as if the Orbs were fated to always 
  eventually fall into the hands of the good and 
  righteous.  There they were fused into great 
  artifacts of amazing power.  However, the same 
  went for Mengus and his  Dragon Orbs of the 
  Warp.  When the gate’s prison was breached , 
  the first to emerge was Gebermach.  However, 
  the Orbs and the weapons Mengus fused them 
  into were still lost.  Gebermach wants to find 
  them and make sure those loyal to Amethyst fail 
  try to bring him back.     
   
  For they may.  If these fragments of his 
  heart are brought to together at the black gate, 
  where he was slain, he could be brought back.  
  Then not even Mengus could stand up to him.   
   
  If only the Amethyst artifacts remained in 
  the hands of good.  A completely neutral spirit 
  called Furax –Axis the Thief stole all but one from 
  the Grey Elves, and was inclined to keep them all 
  for himself if the Titan’s hadn’t found him.  Furax 
  booby-trapped them, killing two Titans and 
  sending the artifacts to the far corners of the 
  Earth.  The Titans never found the Thief’s body. 
   
  Many people have tried to find these 
  artifacts…none have been able to locate them 
  all and live.  The clock is ticking.  Whatever 
  opened the white gate did not succeed wholly.  
  Or maybe the forces of evil were to great and 
  the balance wore down the walls.  Attricana was 
  closing.  The realms of good only have a few 
  years before the world falls into darkness forever. 
   
  THE TRUTH 
  A tall mountain of ice.  An undescript 
  location.  A bearded man in very regal red and 
  black garments climbs to the peak of the mountain, 
  seemingly with no help at all.  The wind blows his 
  garments around.  He looks around. 
  “Jerrod?”  A pause…nothing… 
  “JERROD!”  He screams again.  A Saint 
  cruiser rises quietly from the edge of the mountain.  
  It approaches and a bridge spans to the edge of the 
  mountain.  A man with short white hair 
  approaches. 
  “Giros?”  The white haired man asks.   
  “Radsha Giros.” 
  Jerrod hands Giros a scroll tube. 
  “Using Echan methods…don’t trust me with 
  technology—“ Giros snorts. 
  “Don’t trust me with true form.  I know 
  your origins.  I know what you want…” 
  “Then you know my power…” 
  “I don’t care how resilient you are to the 
  power of these primitives.  Be damned against the 
  Disruptor.  Kill me, kill any chances of saving your 
  kin.” 
  “How can YOU tap into Echa?” 
  “They reside in a space detectable by 
  technology.  What you call Astral, we call 
  Hyperspace…an area we can open holes into.  Help 
  us, and you will free your people.” 
  “Trust me to trust someone more desired to 
  eliminate me where I stand.  I’m enchanted” 
  “That’s not the deal.  What happens after 
  we succeed resides a different matter.  Do well, and 
  we may consider you…a loose end.” 
  Giros takes the Scroll.  Giros’s hand curls 
  backwards to grab it.  Jerrod smirks, then 
  continues… 
  “You’re on your own…money, supplies—“ 
  “Taken care off—why aren’t you handling 
  this personally?” Giros asked? 
  “Its complicated…” 
  “I doubt you have the power…you suspect 
  my source already.  I know your fears.  You lack the 
  capacity for continuous power here.  You are alone.  
  No one is coming to help.” 
  “Matter of time, Giros…you wish to remain 
  in good favor?” snaps Jerrod. 
  “We agree to be selfish then—“ Giros 
  declares 
  “Conditions, ECHAN!  First, find the group  
  Find their source.  Find how they know.  Retrieve 
  their knowledge, and the item.  FACT:  The wearer 
  cannot be harmed” 
  “Impossible…” 
  Jerrod holds out his hand… 
  “Fine…he lives—“ 
  “Kill the others as you see fit but the wearer 
  lives.  Non-negotiable.  Find the source and remove 
  the trail of knowledge.” 
  “Very well…Collateral is mine and absolute.  
  If I find another way to free my kin, you’re on your 
  own.  You think you possess more power, then 
  locate me and test your theories.” 
  Jerrod turns around and walks away… 
  “I would not expect anything less.”  Says 
  Jerrod, back to the Echan.  “Honesty…Important.  
  Loyalty is a lie.  Happy we at least understand our 
  motivations.  And next time, Giros…don’t try to 
  conceal your origin.  That deception was 
  unnecessary.  Remember…believe humans to be 
  superior if you like.  Cross us and our first target 
  will be your precious home”  The door closes. 
  
   
  179
       Giros snarls…  His eyes go yellow as a cat and 
  pronounced canine teeth emerge from his smile. 
  The Saints want the Artifacts 
  as well.  Why?
   
   
   
  Where to begin?  Maybe with the world 
  as it stands.  The true history.  Or maybe that the 
  world itself is simply an illusion.  Okay…we’ll leave 
  that last part till later… 
   
  EVERY WAR STARTS WITH A 
  CONFLICT.  EVERY CONFLICT 
  NEEDS SIDES. 
   
  The Angels:  The true opponents of this 
  world, the Angels returned to Earth after a long 
  time living in the vastness of space.  They carry 
  the truth of the past explaining why their bodies 
  turned to metal and why they are the true 
  inheritors on the planet.  Their vessels are arriving 
  in force every month, amassing, waiting  for the 
  moment to take back their planet. 
   
  Echans:  The magical creatures live their 
  lives hoping and assuming the White gate is 
  eternal.  They neither question nor doubt their 
  own existence.  The hardest task would be to try 
  to band the good Echan forces to defend 
  against the enemies from the past. 
   
  The Fallen:  Not all good creatures fled 
  into Attricana when the gates fell.  Knowing 
  perfectly well the darkness would betray him, 
  Amethyst asked a few dragons so sacrifice their 
  very souls by hiding in the Black Gate, ready to 
  open the White gate if he fell.  Of course, 
  Amethyst did fall, and it was 65 Million years 
  before the Black gate exposed again.  By then 
  only a few of the fallen Dragons had maintained 
  the slightest benign emotions to follow their oath. 
   
  The Guardians of the Realms:  The skin of 
  the two realms of positive and negative energy 
  formed an intelligence.  To open a gate is to 
  bring forth this power into the Universe.  These 
  two forces are mirrors to each other.  On Earth, 
  they are known by unique names:  Mengus and 
  Amethyst. 
   
  The Meggidon:  What all fear—even the 
  ones without such quandaries—are the 
  Meggidon.  It appears obvious that they know of 
  Earth and are enroute.  But how long before they 
  arrive?  The Meggidon are the only alien species 
  in this setting, arriving from a distant world where 
  only a dark gate to Ixindar has ever existed.  
  There is nothing good in this race.  Their 
  technology is centuries ahead of anything 
  else…and they are on their way… 
   
   
  The Saints:  The Saints are lead by the 
  White ones.  The Saints are humans based on 
  Mars that seem hell bent and obsessed with 
  closing the gates and retaking Earth.  To this end, 
  they plan on retrieving the Amethyst artifacts 
  and letting the White Gate close on its own, 
  hopefully taking the Black Gate with it.  Saints are 
  not loyal to the White Ones as much they are 
  loyal to their comrades.  They ask little questions, 
  especially about their own history.  Saints are…for 
  the lack of a better word…dead.   
   
  Techans:  Techans are a threat to the 
  true enemies of Earth, fearing the Bastions will 
  join.  If they did--If they could break through the 
  interference and create a relationship with each 
  other--the recovery of man is inevitable. 
   
  The White Ones:  The leaders of the 
  Saints.  Enigmatic and viscous, their origins remain 
  a mystery to all, including their own people.  They 
  are puppets of the Angels, keeping the Saints 
  inline making sure they do not question their past. 
   
  The White ones are dead like the other 
  Saints, but they were all in orbit when the all 
  awoke.  Somehow, they achieved a much 
  greater power. 
  In a sterile office, Jerrod watches a bad 
  quality video of Skytumble Tor breaking apart.  
  Then a flash of light and the castle folds in on 
  itself, vanishing from existence.   
  “Again.”  The video replays the last few 
  seconds.  “And he was there?”  A lieutenant 
  behind him appears.   
  “The tracker on the scroll is sound.  
  Giros was there—“ 
  “For our purpose or his?” 
  “Sir?”  The Lieutenant cocks his head.  
  Jerrod smiles. 
  “A warp collapse.  Didn’t know Echans 
  could do that.”  He whispers…”Trying to kill two 
  birds with one stone, eh Radsha?”  A long 
  pause….”On the way to Devil’s Tower?” 
  “What they used to call it sir…”  The 
  lieutenant presses a button on the metal desk 
  and the screen shows up showing a geographical 
  map of Munch.  “Only the one peak remains, the 
  surrounding terrain completely changed.” 
  “Perhaps our friend in Angel is correct.  
  The EDF?”   
  “Over %65 saturation sir.” 
  Jerrod’s shocked, “That much?  Must be 
  one big sod in there.” 
  “Or many small ones…but it does make 
  a direct approach impractical” 
  “Not for the Commandos.”  The 
  Lieutenant smirks.  “Shall I inform Lieutenant 
  Cain?” 
  “Take your pleasure, Lieutenant.  
  Remember the orders…” 
  “Yes sir.”  The lieutenant bows quickly 
  and leaves.  Jerrod stares back at the screen… 
            In the clouds.  The Saint cruiser opens up 
  a side panel.  A vertically orientated craft break 
  offs.  With a sound resembling a shaver buzzing 
  inside a metal bowl, soars down to the surface. 
  
   
  180
   
  THE SHAPE OF THE 
  UNIVERSE 
   
  There are no planes.  There exists only 
  realms sitting in an ocean of nothingness.  But 
  could an absent of dimension, be a dimension in 
  of itself?   
   
  The Universe, the physical being of itself, 
  could appear as a great stone in Shadowspace.  
  Shadowspace is a null of all scientific thought, 
  the blackboard from whence God created the 
  universe from.  The Universe is the center and 
  everything revolves around it.  An identical 
  version of this same Universe helps maintain the 
  shape and keeps it from breaking its own laws.  
  This skeletal frame resembles the known Universe 
  in everyway except nothing lives in it…and it is a 
  million times smaller.  This is Hyperspace or 
  Subspace or the Astral Sea.  It is simply a smaller 
  version of the Universe that exists within the 
  larger, but shifted slightly from our own.  
  Teleportation and Fold Drives utilize Hyperspace 
  to travel.   
   
  Then come the gates.  The gates 
  themselves are simply that…portals into realms.  
  When God created the Universe, it needed a 
  framework and borders.  Hyperspace keeps it 
  running properly without breaking the rules put 
  forth.  However, for there to be a range of good 
  an evil, realms of pure energy formed around the 
  Known Universe.  These are simply zones of pure 
  positive and negative power the Universe feeds 
  off of.  In most situations, no intelligent soul would 
  ever be aware these exist but they do so in order 
  to maintain the balance of order and energy in 
  known reality.  The gates allow direct access to 
  these realms, allowing their power to flow directly 
  into a location, influencing it greatly.  Everything 
  nearby gains in power.  If one gate gains 
  dominance, the entire vision of that gate skewers 
  towards its side of the spectrum.   
   
  In the case of Earth, both gates exist, 
  fighting each other for control.  This applies 
  human qualities to realms no Human has ever 
  been inside of.  Are these realms Heaven and 
  Hell?  Not exactly.  There are shepherds of this 
  Universe.  Call them Biblical Angels, or Spirits, or 
  Demigods.  Their motives, like the realms, span 
  the spectrum between absolute good and 
  absolute evil.  As a result, they tend to exist near 
  the gates to these realms.  Heaven?  Hell?  These 
  terms are too simple.  The Realms are pure 
  energy.  Touching a realm would be touching 
  the face of god…at which point, your life would 
  be over…and you get promoted.  To be inside a 
  realm is to welcome everything that you could 
  possible want or fear, depending on the gate.    
  Could there be a true Heaven and hell…where 
  the souls created in the Universe go when their 
  physical bodies die?  That, no one can truthfully 
  answer. 
   
  THE TIMELINE 
   
  To know the truth is to question the  very 
  fabric of the story that weaves through these 
  pages.  To know the truth means to rethink how 
  someone plays in a story like this. 
   
  There really is no magic…but simply that 
  power given to us as a result of having these 
  realms of energy so close.  So close, they raise 
  dead, extend lives, and create our worst 
  nightmares and cherished dreams out of thin air.  
   
  The First Hammer hit Mexico, as recorded 
  in history.   65 Million years ago, it ended the time 
  of Dinosaurs, allowing an uncontested growth of 
  Mammals from then on.  There were no Dragons, 
  no Elves or Dwarves, no Demons or Devils.  
  Amethyst?  Amethyst existed as intelligent 
  energy, born into Attricana, without a name or 
  title of his own.   
   
  Man evolved and grew.  The White gate 
  over Earth never existed before.  The realms only 
  exist to form dreams from the commands given 
  to it.   Hell and Heaven were created from the 
  thoughts of those living on Earth.  If there was no 
  life, the realms would idle away, wasting their 
  power in a dead star system.   
   
  Enter Mengus.  Mengus is Amethyst’s 
  Mirror.   Mengus realized that if the Negative 
  realm was freed, he could use the thoughts of 
  Earth’s inhabitants to create a truly dreadful 
  place where he could rule.  Amethyst would 
  have nothing with it.  Both were helpless to 
  change matters as the neither gates to their 
  realms existed on Earth.  However, forces beyond 
  either of them were at work…Man.  Now comes 
  the paradox.   
   
  From the future, the force known as 
  Angels sent a Meteor in hopes of closing the 
  Black Gate in Slav.  Echans responded by 
  creating a massive vortex to transport the rock 
  away before impact.  However, it sent the rock 
  back to the past, just a hair into the 22nd century, 
  where it struck Eastern Europe.  It created so 
  much misery and destruction, a black gate 
  birthed.    However, it was blocked.  Absolute 
  rock is a purely neutral material, incapable 
  holding positive or negative energy.   It could 
  look like and simulate everything (Iron, Nickel, 
  Uranium), but its resistance to paranormal energy 
  was universal.  Mengus stopped at the entrance 
  of the gate, encased in a solid stone no one 
  could penetrate.  The only saving grace was the 
  fact that the Negative gate was only 
  microscopically exposed.   
   
  Without a positive gate to back him up, 
  Amethyst could do nothing as the Negative 
  
   
  181
  power that flowed through the partial opening 
  draped the planet in darkness.  Using the 
  nightmares of its inhabitants,  the Negative gate 
  created Demons, Devils, and other creatures of 
  darkness.  They fled onto the surface.  Their goals 
  were dictated to them by the very nightmares 
  dreamt by the people of the Earth.  The only truly 
  original creation of Mengus is Gebermach 
  himself.  The Dragon Orbs would emerge later 
  from the gate and themselves be lost through 
  war and thievery.    If only mankind could realize 
  that if they controlled their dark sides, they could 
  wipe out these armies of evil.  
   
  However, they couldn’t…and for 
  decades, man fought the manifestations of their 
  dark sides, their own nightmares.  Everywhere, 
  these same creatures chipped away the 
  impenetrable mountain, hopefully eventually 
  freeing Mengus.  Then no dreams or nightmares 
  would help mankind  All this time, everyone, even 
  the creatures of the Underworld, had no idea 
  everything was false…and that Demons only 
  existed because of Man’s insistence that they 
  must.  Demons created their own past and 
  history.  The whole history of the previous world 
  birthed in the insistence that all stories had a 
  prologue.   Mengus was happy.  He was also 
  patient. 
   
  However, Mankind did contain some 
  pure souls.  These souls, so dedicated to good in 
  the world, managed to form the Fallen Ones…. 
  creatures birthed from Negative energy, but 
  capable of kindness.  These took the form of 
  Dragons (the image of power in Mankind’s lore).  
  Using their combined energy, the Fallen ones 
  would eventually open a White gate above 
  Earth…eventually.   
   
  Mankind had been totally overrun.  Every 
  city had fallen, every road torn up.  Mankind, the 
  few that remained, built massive vaults under the 
  ground and sealed millions of people inside in 
  cryogenically frozen modules.  They hoped that 
  the world would forgive them for what they were 
  about to do.  Only a few were allowed to go 
  under…the best and the brightest.  This left 
  Millions behind.  With no hope in winning, and 
  with the elite hiding in stasis miles underground, 
  the few humans left over finally become martyrs.   
   
  However, a small amount of hope 
  remained.  And a few vessels were made to 
  carry the women and children into space.  Word 
  of the evacuation reached the ears of 
  Gebermach, who ordered the attack.  The 
  survivors had banded into a massive stronghold 
  called Arx-Cis located in what was once called 
  North America.  There, three dozen vessels were 
  primed for launch.  Only one would remain in 
  mothballs in case the remaining fighters holding 
  the stronghold managed to find a way to 
  escape.  The commander, Gabriel Malthus, held 
  onto the Doomsday option…a finality to their 
  war.   
   
  Millions of demons and devils walked 
  upon to the fortress.  For days, man fought to get 
  the ships launched.  When they finally broke free 
  from their cradles, each was destroyed by the 
  forces of Darkness.  They had won.  The walls fell, 
  the demons stormed Arx-Cis.  Commander 
  Malthus, wounded but alive, pushed against the 
  wall, stood toe to toe with the demon horde.  He 
  didn’t flinch.  He pushed the failsafe, and the 
  Demons’ blinked. 
   
  It was once said that man held enough 
  explosive capacity to wipe himself out ten times 
  over.   
   
  He did exactly that.   
   
  Every single nuclear warhead still 
  operating was released.  85 000 warheads 
  launched.  Every one hit their target.   A 
  Hiroshima for every second for 24 hours.   No 
  crevice was left untouched.  Every blade of grass 
  caught fire.  Every tree toppled.  Every remnant 
  of mankind was decimated.  The Pyramids of 
  Egypt crumbled into dust.  Stonehenge blew 
  apart.  Hoover Dam burst at the seams.  The 
  Coliseum vaporized.  The Parthenon collapsed.  
  The Taj Mahal shattered into pieces. 
   
  The planet was wiped clean.  Nothing 
  survived.  The sky went dark.  Rain melted rock.  
  The very air became toxic.  Earth died.  It’s very 
  soul devoured by the atom.   
     May god take pity on us…may he forgive us.  
  For we will never forgive ourselves…   
  Angel Gabriel
   
  But it was not the end…A few humans 
  survived, dying from radiation and sickness.  
  Malthus, still alive, took what few remains and 
  boarded the last vessel.  They left the slag of a 
  planet behind.  As they looked down, they saw 
  demons emerging from the Black gate…it wasn’t 
  over.     
       You know, Misha, I admire humans.  I really 
  do.  They fought harder than any others.  I saw 
  them fight to the end.  Even as millions of our 
  rank and file stormed to their final stronghold, 
  they still held onto hope.  Even as we shot down 
  their dreams, they still refused to go down.  They 
  fought well…but a species smells their own 
  extinction.  Mankind should have known it was 
  coming… 
       And now you people want to push the 
  matter…don’t you realize man is already dead.  
  It’s a lovely Irony that we are trying to open a 
  new gate at the foot of man’s last stand.   
  Thornshroud the Demon Armor
  1st Lieutenant to Gebermach
  
   
  182
   
  Mengus assumed they would die in the 
  vacuum of space.  They left Earth with an oath.  If 
  Earth ever healed, they would return to take 
  back what was theirs.  The people known later as 
  Angels left Earth…and for 5 thousand years, they 
  drifted away from both their past and their 
  identities.  Alone with no one to fight.  Demons 
  emerged again.  Would Mengus finally be free? 
   
  The Fallen prevented that.  They went 
  about trying to create enough energy to open a 
  white gate and give the righteous an edge.  It 
  had been 5 thousand years since the other 
  humans had left.  Without power, the stasis tubes 
  ran dry…and slowly, one by one…. everyone on 
  Earth died.  Frozen in stasis, their minds still fixed.  
  Technically, mankind became extinct.   
   
  But it was not the end.  Finally, like a 
  great sun rising, the last of the Fallen ones, a sick 
  and ancient dragon known as Kronos the Weak, 
  succeeded…and the White gate creaked 
  opened.   
   
  A burst of positive energy erupted.  All 
  those bodies slain but still intact were resurrected.  
  The bodies preserved in the stasis tubes woke up, 
  assuming only their technology saved them…little 
  did they know their very existence laid with the 
  energy within Attricana.  Feeding off the 
  thoughts of man, Attricana created all their 
  dreams.  Everything their fantastic thoughts 
  would think up.  The positive realm created 
  dragons, elves, gnomes…creatures of pure heart 
  and spirit.   The human species sculpted this 
  world out of their own imaginations—out of the 
  thoughts of their dreams.  They read book about 
  magic and dragons.  Movies they watched, 
  showing them how beautiful fantasy could look.  
  Paintings of landscapes that moved them.  As a 
  species, humans seemed compelled to always 
  wonder what it would be like to exist in a world of 
  romantic abandon.   
   
  Like the Demons, they birthed with their 
  own history.  No one knew that they just came 
  into being just then.  Amethyst was free as well 
  but without a physical form.  He cast down 12 
  fragments of his heart.   A test.  Could this new 
  reality band together and create a body to 
  which he could descend…or would the darkness 
  win?  It all revolved around man.  They were the 
  key to the equation.  Elves and magic and 
  dragons.  They were just that…Fantasy, created 
  by man to add color, to create a new world 
  where man’s technology no longer controlled his 
  destiny.  A new world came about.  No longer 
  obsessed with science and technology, man 
  could embrace something wholly new.  Like 
  always, the population was totally unaware that 
  it was all a dream given physical form.   
   
  The energy cast from the positive gate 
  spread as far as to Mars.  However, not nearly as 
  powerful there, its influence was less 
  pronounced.  The inhabitants of the Ares Mars 
  Base died millennia ago without proper supplies 
  from Earth.  Now, they all awoke as well, 
  preserved in their sterile environments…but not all 
  the way.  The humans there only came back 
  partway.  Between alive and dead, they 
  wouldn’t age, wouldn’t sleep, but could never 
  dream.  They could never reproduce.  Not 
  undead, they simply were not fully alive.  Among 
  them, a few rose more powerful.  These were 
  known to be White Ones, these, dead on the 
  Orbiting listening stations woke with a greater 
  power harnessing telepathy and mind control.  
  They awoke first and realized the truth.  These 
  Elders use the humans to their own wills.  The 
  people of Mars would be known from then on as 
  Saints.  
   
  The Saints themselves are not wholly evil, 
  but simply under control.  They are not aware of 
  how much time passed or of their own condition.  
  They never stop and think about how many days 
  have passed, or when was the last time they 
  slept or even had a meal.  Their skin would heal 
  fast but would feel cold to the touch.  If one 
  would die, their corpses would age 2 000 years 
  instantly.   
   
  On Mars, the Saints grew and advanced.  
  Without the need for food or rest, they survived 
  and flourished.   
   
  Two thousand years passed.  The Angel 
  main fleet finally re-entered the Solar System, 
  slowly heading towards Earth.  To their shock, 
  they found the gates spewing energy onto their 
  planet, animating these shells of mankind and 
  creating a fantasy world to live.  In their eyes, this 
  was all a fabrication.  They were the true 
  inheritors of this planet.  Their goal is to remove 
  the gates and retake their planet.  After 
  thousands of year, the Angels barely resemble 
  humans.  What’s left of their bodies, shriveled and 
  atrophied, live permanently inside shells of steel.  
  They still consider themselves human--more so 
  than those living on Earth since those lives are 
  dependant on the energy from the white gate.   
   
  In the Universe, many other civilizations 
  have been able to open gates of their own…or 
  stumbled onto one as Mankind has.  These 
  civilizations either ventured into the cosmos, 
  united in purity and unlimited power or they fall 
  under a blanket of chaos and darkness to which 
  they may never escape.  The Megiddon are the 
  latter.  Aliens and totally evil, they have been 
  fighting and chasing the Angels for 500 years.  
  The Angels hope that if they retake their world, 
  they could use it as a staging point to finally 
  
   
  183
  defend themselves against the seemingly 
  unstoppable malevolence of the Megiddon…but 
  that’s a completely different story. 
   
  The Angels fear Amethyst as it could 
  unite and focus the energy of the gate, allowing 
  the inhabitants of Earth to bond and fight off their 
  own shells from the past.  Angels use Saints to do 
  their fighting for them.  However, its only a 
  eventuality when the Saints realize their own fate 
  is intertwined with the Echans and join them in 
  their fight to save this new world they helped 
  create. 
   
  In the long run, the clock is ticking.  The 
  white gate was not open all the way…and it 
  already has begun to close.  Only a matter of 
  years remain until it closes and sends all positively 
  created manifestations back to the dream 
  world…this includes all good magical creatures, 
  the Saints, and native Earthlings as well. 
  The surface of the moon.  When it 
  pushed closer to Earth, Lunar quakes rocked the 
  surface that continue today.  The lunar module 
  from a forgotten past, half buried in the sand, 
  fallen on its side from a broken landing gear, 
  continues it ageless condition.  The Terran 
  shadow covers the surface.  Moving further 
  away, the module eventually drifts into the 
  background of the sand, vanishing altogether 
  eventually.  Further away, the crest of the moon 
  appears.  The massive Earth looms in the 
  horizon…But if the Earth is over there…then 
  what’s casting… 
  …The shadow’s silhouette appears as 
  more of the moon pulls into view.  Not circular.  
  Nothing natural.  The silhouette occupies more 
  than half of this face of the Lunar surface.  A 
  green glow appears overhead. 
  “Why are you even associating 
  yourselves with this…idiot!” 
  “You’re a fool, Jerrod.  You think your 
  superior technology will save you.  People are 
  part of the equation and you appear to forget 
  that.  You lost two vessels…two of your 
  supposedly impervious Skipray Frigates…gone.”   
  “One was in your own city!  Techan 
  civilizations cannot be allowed to exist.  Echans 
  will never ally.  Given enough time, one side will 
  win and we could eliminate the other.  The 
  Bastions must fall.” 
  “Agreed…How? 
  “Fusion Warheads…The Skiprays have 
  enough capacity to level three of four of the 
  largest and most threatening Bastions.  Even 
  though I would like to exact some personal 
  revenge on Angel, I recommend starting with 
  Porto.” 
  “Even if you destroyed Porto, which I find 
  unlikely, the impact will reverberate through the 
  planet.  Even Selkirk would hear of it.  And the 
  Bastions would find a way to ally.  And the 
  broken technology of man would unite against a 
  common foe.  And I believe you still 
  underestimate the power of magic.” 
  “Blasphemy!” 
  “Jerrod!”  Snaps Kairos, quiet in the 
  corner till now.  “Don’t preserve the thought that 
  we believe you to be more valuable than Xavier.  
  He has yet to fail us…” 
  “Except where his brother is concerned.  
  When it comes down to the final day…what will 
  you chose Mr Camus.” 
  “If that comes to pass, than it will be by 
  mine on my terms…not yours, bigot!” 
  Jerrod stands up. 
  Kairos slams the table so hard the entire 
  holographic room disrupts for a second. 
  “Everyone get out…save for Xavier.” 
  Jerrod looks at Kairos, insulted. 
  “Get out!” 
  Everyone files out of the room.  Kairos 
  walks close and sits on the table to stair at 
  Xavier.   
  “I like you Xavier.  I do.  You found our 
  downed vessel and didn’t destroy it.  Helped.  
  That, in of itself, would earn our respect and 
  reward.  You went further.  We told you the truth 
  and you didn’t even flinch.  Bang for buck, 
  you’ve been a better investment than that fool 
  Jerrod.  It was your idea to use the Saints on the 
  front line.  Everyone draws attention on them.  
  However…you have fault.  We all do.  Yours 
  manifests itself in you brother.” 
  Xavier nods.  “I know.” 
  “I’m not asking you to remove him. Our 
  deal stipulates his survival.  I have a sister.  I 
  know how you feel.  You want to save him.  I 
  want to as well.  He’s not dumb.  He may be a 
  Pettifogger, but his intellect is unmatched.    
  “I believe that if Amethyst manifests a 
  form, it would channel the energy from this 
  Positive nexus and pose a great threat.  
  Demoralize the group.  Remove their capacity to 
  act, and others would be apprehensive to follow 
  their footsteps.  I have no problems eliminating 
  the rest of the group to prove my point.” 
  Kairos smiles. 
  “Fingo fingere finxi fictum.  Arrange, 
  represent, imagine, conceive, devise…these are 
  your strengths.  I know you will do what’s right.  
  After this, we will have to discuss options about 
  the Bastions.  They are a threat.”  
  “You just have to proceed with caution.  
  Smalls steps.  You don’t destroy the Bastions and 
  the users of magic.  You make the Techans and 
  the Echans fight each other…and destroy each 
  other.” 
            Kairos shows teeth in a larger grin.  “You 
  already have a plan don’t, know you?” 
   
   
  
   
  184
  THE SAINTS 
   
  The Saints cannot 
  die…for they are already half 
  way dead.  However, one can 
  make sure they stay down for 
  eternity… 
   
  The Saints are, by a 
  majority, not evil, but they do 
  follow the commands of the 
  White Ones to the letter.  
  However, as the story 
  progresses, more and more 
  realize the truth that if they 
  continue opposing Echans 
  and trying to defeat Earth, 
  they will only speed along their 
  own demise.  Fight it as much 
  as they do, Saints are born 
  from magic and are forever 
  tied to it, as are all Humans of 
  Earth.  Oddly enough, those 
  who do rebel have a tendency of avoiding Saint 
  technology, embracing the magical ways. 
   
  However, those loyal to their leaders 
  possess a power few on Earth can stand against.  
  Their objectives are simple.  The Saints wish to 
  collapse the gates.  Some have been led to 
  believe the two gates are connected…thus 
  closing one will close the other.  This is untrue.  
  However, many Saints wish to cut their 
  opponents down, regardless of who they are.  
  Therefore Saints seek out the Amethyst Artifacts in 
  order to either use them to bring down the white 
  gate or prevent those good forces from keeping 
  it open. 
   
  On Earth, very few even know the Saints 
  exist.  Most Techan’s never heard of them.  
  Echans may occasionally see massive advanced 
  vessels soaring through the sky but assume they 
  are from a Bastion.   
   
  Personality:  Saints are generally very 
  ignorant and biased.  They look down on Echans 
  with contempt and believe them to be 
  subhuman.  They regard Techans only slightly 
  more.  Saints respect the military structure of 
  Krebet and the technological superiority of Porto 
  and may hope to establish a trade with either of 
  them.  Any other Bastions lower than TL 3 are 
  looked down as inferior.  Saints plan on 
  subverting most of the planet anyway.  If the 
  white gate closes first, they would gather a 
  unified front to take on the Black gate.  Little did 
  they know their own existence would snuff out if 
  the white gate closed. 
   
  Rebels, or “Fallen Saints” as they are 
  referred to, fight an uphill battle for acceptance.  
  Those who have “woken up from death” can 
  pass off as a normal human…for they are.  At 
  that point there is nothing that distinguishes 
  themselves from others unless they have kept any 
  identifying equipment from their past.  The ones 
  that have made a life for themselves are usually 
  very quiet and reserved, biting their tongue in 
  fear of regressing back into their prejudice ways. 
   
  Physical Descriptions:  In this regard, 
  Saints are identical to humans even though they 
  are…well…dead.  They look normal and act 
  normal.  Only a close examination will notice the 
  fact their bodies are slightly colder than normal.  
  They also don’t carry a pulse and don’t bleed 
  when cut.  If they are knocked out cold, they 
  look dead for all purposes until awoken.  
   
  Relations:  Fallen Saints are no different 
  than normal humans however many find magic 
  fascinating while most fear it, even if they possess 
  and use it themselves.  Many Fallen Saints have 
  been known to be captivated at the sight of 
  simply cantrips.  Rebels with open minds are 
  often welcomed by many human cultures. 
   
  Alignment:  Rebels can be any.  Loyal 
  Saints range from Lawful Neutral to Lawful Evil, 
  rarely being Chaotic.   
   
  Religion:  Saints were raised believing in 
  one God and their religious belief does not 
  spread too far away from Catholicism.  Even 
  Fallen Saints do no stray from this, making Saint 
  Clerics an extreme rarity. 
   
  Languages:  Like normal Humans, they 
  often speak Common.  But they also speak “Pure 
  English”, the old language of man before it 
  changed.  
   
  Names:  Normal as humans. 
   
  Adventures:  Fallen Saints often join with 
  native humans and rarely bond with other high 
  
   
  185
  level techans.  They seldom journey with other 
  Saints and never travel alone if they can help it, 
  finding this new world intimidating and generally 
  fearful.  They do not live for the pursuit of 
  monetary gain or personal power.  Fallen usually 
  work to either help save the world they fell to or 
  try to bring other Saints over to their side.  In this 
  regard, the majority of Fallen Saints are very 
  selfless.   
   
  Loyal Saints are sent on missions from 
  their Skipray Cruisers to level villages, kill anything 
  that stands in their way, in the pursuit of Saint 
  dominance. 
       What the hell is going on?!  It’s some trick.  I 
  should be bleeding.  Right?  You’re doing this 
  right?  Some trick… 
       …I don’t….what am I?   
       Am I alive…  
       dead…What?   
      I’m a person, this is a person here.  There are 
  rules.  You cut someone they bleed.    
       I… 
       I… 
      …can’t remember sleeping.  We did 6 hours 
  on, 6 hours off.  When did I sleep?  When did I 
  eat?  I can’t even remember having a meal.  Isn’t 
  that a strange?   
       Why now?  I was so caught up in the job…I 
  have no idea how much time passed.   
       What does this mean? 
       Help me…. 
            …Please…   
  Tasia Crufix
  The first Fallen Saint
   
  SAINT RACIAL TRAITS 
   
  *Medium-size:  As Medium sized 
  creatures, Saints have no special bonuses or 
  penalties due to size. 
   
  *Saint base speed is 30 feet. 
   
  *4 extra skill points at 1st level and 1 extra 
  skill point at each additional level, since humans 
  are versatile and capable.  (The 4 skill points at 
  first level are added on as a bonus and not 
  multiplied in) 
   
  *Automatic Languages:  Common, Pure 
  English (exclusive Language).  Only Rebels can 
  take magic languages later. 
   
  *Saints have all the abilities of Techans.  
  They are given all Knowledge skills as class skills 
  and get 4 more skill points at first level and get 
  one educated feat. 
   
  *Saints are in limbo in their life.  They are 
  neither dead nor alive.  They cannot be healed 
  by magic nor can Clerics or Paladins turn them.   
   
  *Saints never age.  They are frozen in 
  place from whence they died.  A character 
  determines the age he/she died…that physical 
  age remains forever.  They do no get older with 
  time and there is no age limit.  The real age is 
  their visible age plus 2000 years. 
   
  *Rapid healing:  Saints’ natural healings is 
  triple that of normal humans. 
   
  *Instant stability:  The only way to kill a 
  Saint outright is to reduce him to –10.  If left alone 
  past 0 hit points, Saints instantly stabilize. 
   
  *The look of death:  Saints, if knocked 
  out, look dead.  If reduced to-1 hit points, they 
  pass out…and look completely dead, leading 
  many to think they are.   
   
  *Lack of sustenance:  Saints need neither 
  food nor sleep ever. 
   
  *If a Saint is killed outright, his body ages 
  two thousand years in one minute, therefore a 
  standard raise dead spell will not work.   
   
  *If a Saint is killed outright and then 
  resurrected, everything changes.  The Saint 
  becomes a pure human and looses all his natural 
  Saint abilities.  He still retains knowledge and skills 
  and emerges the age to which he FIRST died.   
  However, they can now be healed with magic 
  and age normally.  They need food, sleep, and 
  don’t look dead—the warmth returns to their 
  bodies. 
   
  *Favored Class:  Techa Classes only.  
  Fallen Saints can multiclass into magic later but 
  all starting classes must be Techan.   
   
  *Saints all get double GaPs and WePs 
  and beginning level and %50 more on successive 
  levels (round down) but Rebels no longer get 
  anymore with successive levels.  A DM can refuse 
  these points if allowing the Fallen Saint to buy 
  magical items later. 
   
  *All Saint Techa classes are level 
  equivalent to their class level +2. 
       You won’t believe what happened.  I slept.  I 
  really slept.  But more importantly…I had a 
  dream.  A real dream… 
       I remembered dying…. 
       I remembered running out of air.  I was 
  outside, on the surface, near our outpost by 
  Olympus Mons.  I walked out because I didn’t 
  want to starve like my comrades.  I let my suit 
  just run out.   
       I awoke anew.  I didn’t question it.  I didn’t 
  even think about it.  We had new commanders.  
  We didn’t ask questions.  I haven’t slept or eaten 
  in two thousand years… 
       Its poetic I had to die in order to be reborn.  
  It’s worth it.  The whole world looks a bit 
  brighter now.  Everything seems more colorful.  I 
  want to take it all in.   
       …Dammit I’m hungry… 
  Tasia Crufix
  Fallen Saint 
  
   
  186
   
  WEAPONS 
   
  All Saints have access to TL6 items and 
  gadgets.  However, because of their 
  advancement, all Saint items, regardless of what 
  they are, have a –2 to all Tech Levels for the 
  purpose of disruption.  Therefore all Saint 
  exclusive technology operates as TL4 items.  
  However, they have laser weapons as well.  
  Above it lists them as TL3-4.  They are still that but 
  Saint versions act –1 TL for the purposes of 
  disruptions. 
   
  One interesting side effect of all Saint 
  weapons, gadgets, and armor is their safety 
  mechanism.  To prevent Saint technology from 
  falling into enemy hands, all Saint items are tuned 
  to a user’s energy signature upon acquisition.  If 
  the Saint is killed outright, then all their gear and 
  weapons break down and are useless.  This 
  includes the batteries as well.  There is NO way 
  this process can be stopped. 
   
  Saints, kept alive, often carry an 
  implanted chip behind the ear that disrupts their 
  energy signature for a split second, destroying all 
  their gear to prevent its use in enemy hands.  This 
  modification is free to any who choose it. 
   
  Saint technology is not found anywhere 
  else therefore cannot be purchased nor found 
  anywhere on the black market.  Saints don’t use 
  UC so the only way for Saint characters to buy 
  equipment, armor, and weapons is to use GaPs 
  And WePs.  All TL6 weapons listed above break 
  through all Damage Reduction. 
   
  Disruptor:  A dangerous and vicious 
  weapon, the Disrupter simply shifts the target 
  vibrational state, drawing all energy from the 
  creature and tearing it apart from the inside out.  
  Anything struck under 100 hp DIES (no saving 
  through).  Anything over takes 10d10 damage. 
   
  PowerStunner:  A more legal offshoot of 
  the Disruptor, the power stunner incapacitates a 
  target with no saving throw.  If the target is below 
  50hp, they are stunned for 4d4 Rounds.  Between 
  51-100 hp, 2d4 rounds, and 101 – 150 for 1d4 
  rounds.  Above 150 hp are not effected. 
   
  Fusion Missile:  This one shot weapon is 
  only found on the big cruisers.  A final solution for 
  the Saints, the weapon incinerates EVERYTHING 
  500 feet in every direction with no chance for 
  save.  Everything for 100 feet past that takes 
  20d10 point of damage.  The REF DC for half 
  damage is 30.  For every 100 feet past that, the 
  DC drops by one and the Damage is reduced by 
  1d10. 
   
  NEW ITEMS 
   
  Same as weapons, all Saints have access 
  to TL6 items and gadgets.  However, because of 
  their advancement, all Saint items, regardless of 
  what they are, have a –2 to all Tech Levels for the 
  purpose of disruption.  Therefore all Saint 
  exclusive technology operates as TL4 items.  
   
  Saints, kept alive, often carry an 
  implanted chip behind the ear that disrupts their 
  energy signature for a slip second, destroying all 
  their gear to prevent its use in  enemy hands.  This 
  modification is free to any who choose it. 
   
  Saint technology is not found anywhere 
  else therefore cannot be purchased nor found 
  anywhere on the black market.  Saints don’t use 
  UC so the only way for Saint characters to buy 
  equipment, armor, and weapons is to use Tech 
  Points. 
    
  Fold Drive:  Only in the preliminary stages 
  of testing and deployment at Porto, The Fold 
  Drive exists currently as three power nodes built 
  into a 10 meter diameter ring that fold down into 
  a crate 5 feet x 5 feet and weighs 500 lbs.  It 
  takes 110 rounds to deploy and another 6 to 
  charge up.  A variation of this device operates 
  the same but is built into vehicles. 
   
  It creates a tunnel through Hyperspace 
  allowing a target to instantaneously transport to 
  another location.  If teleporting to another Drive, 
  only the sender device looses the charge and 
  there is no chance for error in delivery.  However, 
  at minimum, planetary coordinates are required 
  for transport.  Even still, the delivery is not exact 
  most of the time and may end in tragedy. 
   
  Once exact planetary coordinates are 
  set, the generator activates, teleporting the 
  person and 50 extra lbs or a total of 200 lbs  
   (whichever is greater) per charge to the 
  destination.  However, reliability remains an issue. 
   
  D100 
   
  01-52:  On Target – The coordinates 
  Weapon 
  Dam 
  Critical 
  Type 
  Range 
  Inc. 
  ROF 
  Mag / 
  Cell 
  Size 
  Wt. 
  Cost 
  Rest. 
  TL 
  WePs 
  PowerStunner 
  Special 
  -- 
  Special 
  10ft 
  1 
  H3 
  Med. 
  10lb. 
  -- 
  -- 
  6 
  25 
  Antimatter Rifle* 
  6d10 
  X2 
  Energy 
  200ft 
  S 
  H3 
  Large 
  30lb. 
  -- 
  -- 
  6 
  35 
  Disruptor  
  Special 
  -- 
  Special 
  10ft 
  1 
  H2 
  Med. 
  15lb. 
  -- 
  -- 
  6 
  45 
  Fusion Missile** 
  Special 
  -- 
  Energy 
  5 
  miles 
  1 
  shot 
  H1 
  Huge 
  300 
  lb. 
  -- 
  -- 
  6 
  -- 
  * Must be braced or mounted on a turret or tri-pod or suffer a –2 to hit. 
  ** Ship Mounted Weapon 
  Object  
   
  Size 
  Weight       Cost 
  Restriction 
  GaPs 
  Cell 
  TL 
  Changeling Field  
   
  Small 
  5lb. 
          -- 
                         --                   20 
   H3 
   6 
  Fold Drive 
   
  Huge 
  850lbs         --                           --                     30 
  H1x2 
   6 
  
   
  187
  transport without error. 
   
  53-76:  Off Target--You appear safely a 
  random distance away from the destination in a 
  random direction. Distance off target is 
  1d10x1d10% of the distance that was to be 
  traveled. The direction off target is determined 
  randomly 
   
  77-92:  Way Off Target:  You wind up way 
  off course, the victim of a major computer foul 
  up or massive EDF surge. 
   
  1d6:   
   
  1-2 –  1d6 feet off the point of origin 
   
  3 -- Opposite side of the  planet of the  
   
   
  destination intended. 
   
  4 – The middle of a random body of  
   
   
  water, preferably large,   
   
   
  preferably submerged.  
   
  5 – A random point on the moon. 
   
  6 – A random point on Mars. 
   
  Mishap:  You and anyone else 
  teleporting with you have gotten “scrambled.” 
  You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For 
  these rerolls, roll 1d20+80. Each time “Mishap” 
  comes up, the characters take more damage 
  and must reroll. 
   
  No matter the case the charges are 
  used up. 
   
  Changeling Field:  Using 1 charge per 
  hour, this hip-mounted device allows a subject to 
  look different.  This includes clothing, armor, 
  weapons, and equipment.  You can seem a foot 
  taller or a foot shorter, thin, fat, or in between.  
  You cannot change your body type so no 
  growing extra limbs.  It also does not alter the 
  tactile or audible properties either.   
   
  ARMOR 
   
  Saint armor resembles the armor or Porto, 
  except darker.  They have access to purchase all 
  non-bastion exclusive armor in the Techa 
  chapter.  Saint powered armor can be modified 
  like other suit.  Rules apply normally. 
   
  Power Suit:  The Power Suit Is a power 
  armor using the strength boosting ability of the 
  Kodiak but in a sealed environment.  They don’t 
  improve agility, however, and offer 
  unprecedented protection.  It offers a +4 Techa 
  bonus to strength on a H5 charge that lasts 1 
  hour per charge.  If the user is killed (below –10), it 
  is assumed the suit has withstood enough 
  damage to render it non functional as well.  The 
  battery and drain are the same as the golum suit.  
  It does not need external gases to create its 
  livable environment inside.  It will still filter outside 
  air, but in a vacuum, will operate for six hours 
  before suffocating its operator.  It can filter all 
  toxins and even allow the user to breath 
  underwater for as long as the power cell will last.  
  Its environment self seals from external punctures.  
  An advanced senor array incurs a +1 Techa 
  bonus to all ranged weapons. 
   
  Scout Suit:  Exactly the same as the 
  Power Suit, except is more maneuverable and 
  offers only +2 to strength.  However, it also comes 
  standard with the Stealth modification without 
  taking up a system slot. This modification is free. 
   
  Netcach Gun Suit:  This suit comes 
  standard with a targeting arrow that offers a +5 
  Techa bonus to all ranged fire and increases the 
  range increment of all weapons fired from it by 
  +50 feet.  This suit uses up one H5 charge per 
  hour. 
   
  VEHICLES 
   
  All Saint vehicles utilize anti-gravity 
  technology and self-sustaining power sources.  
  However, they all suffer from constant drain while 
  around Earth.  Interceptors will die out in a week, 
  cruisers will only last a few days day before it 
  must leave the local Earth-Moon system to 
  recharge. 
   
  The reactors of the capital ships utilize a 
  micro black hole reactor, tapping massive 
  energy.   Oddly enough, this energy derives from 
  shadowspace, harnessing its energy from the 
  very force they despise.  If a detect magic is cast 
  upon a Saint reactor, it will pulse with massive 
  energy.  Further examination will reveal them to 
  emanate positive energy similar to the waves 
  spreading out of Attricana.  How ironic.  These 
  gargantuan reactors are not magical mind you, 
  but do tap into the positive realm to receive their 
  energy.   They technically operate gate spells to 
  Armor  
  Type 
  AC 
  Bonus 
  Nonprof. 
  Bonus 
  Max 
  Dex 
  Bonus 
  Armor 
  Penalty  
  Spd. 
  Wt. 
  Cost  
  Rest. 
  TL 
  WePs 
   
  Saint Vacu-Suit 
  Tactical  
  3 
  +1 
  +8 
  –0 
  30 
  1 lb. 
  -- 
  -- 
  6 
  6 
  Hardened 
  Combat Suit 
  Tactical 
  5 
  +3 
  +7 
  -0 
  30 
  10 lb. 
  -- 
  -- 
  6 
  8 
  Power Suit* 
  Advanced 
  10 
  +3 
  +1 
  -3 
  30  
  50lb. 
  -- 
  -- 
  6 
  15 
  Scout Suit* 
  Advanced 
  6 
  +3 
  +5 
  -2 
  30 
  10 lb. 
  -- 
  -- 
  6 
  12 
  Netcach Gun 
  Suit 
  Advanced 
  8 
  +3 
  0 
  -4 
  25  
  50 lb. 
  -- 
  -- 
  6 
  10 
  *These are power suits requiring clips to operate.  The Weights given do no hinder movement or actions in anyway and are simply 
  used to add to the weight of the character already. 
  
   
  188
  power their vessels even though don’t 
  receive the benefits from them (see 
  later). 
   
  What can be put on hardpoints: 
   
  -Up to Four Missiles 
   
  -Super Heavy Weapons take up 
  two points 
   
  -Energy weapons except for 
  rockets. 
   
  -Smaller weapons are turret 
  mounting with two weapons capable 
  per point.  Mounting two similar weapons 
  on the same point offers a +2 
  Circumstance bonus to hit. 
   
  All saint vessels are built upon a 
  vertical plane instead of a horizontal 
  one.  The corridors are sterile and white 
  and the discipline is hard but the crew 
  always seems to be at ease.   
   
  The Blade:  The standard 
  Medium fighter, the Blade fighter packs 
  a punch and takes a beating.  It often 
  escorts the big ships into combat, 
  fending off large enemies and taking on 
  enemy capitol vessels.  If often comes 
  standard with anti-ground lasers and air-
  to-air missiles.  In all, it can carry 4 
  weapons points.  Super Heavy weapons 
  count as two and three missiles can be 
  equipped in each point.  All ranged 
  weapons receive a +1 Techa bonus to 
  hit.   Its primary role is for air to ground 
  combat and has also been known to 
  ferry up to six marines in its small cargo 
  area.  
   
  Capitol Vessels:  The juggernauts 
  of the Saints, luckily, only three are in 
  operation:  The Albion, The Cabala, and The Zion 
  .  Each loss would be crippling to the Saints as a 
  whole  the vessel cannot enter Earth’s 
  atmosphere but does carry enough firepower to 
  level a Bastion.  To that end, it comes equipped 
  with 20 Hardpoints, plus a dozen Fusion Missiles if 
  the Hardpoints don’t succeed in their mission.  It 
  also comes standard with Fold Drives and almost 
  every Unique Items listed in the equipment 
  section in Techa.  It also has docks so that 3 
  Skiprays may dock and it also holds up 30 various 
  smaller craft. 
   
  The Condor:  Even smaller than Neoger, 
  this single-man craft operates with full gravitics all 
  the time, capable of squeezing into the tightest 
  areas.  It has two hardpoints but only Energy 
  Longarms can be equipped in them.  However, 
  both weapons on each point can fire as one, 
  allowing an additional attack with the weapon. 
   
  The Skipray Cruisers:  The Skiprays 
  number at least four dozen but its doubtful 
  anyone would ever see more than one at a time.  
  Name 
  Crew 
  Pass. 
  Cargo (lbs.) 
  Init. 
  Man. 
  Top Speed 
  Def. 
  Hard. 
  Hit 
  Points 
  Size 
  Power 
  Flight 
  Man. 
  Condor  
  1 
  0 
  0 
  -1 
  +4 
  200 (20) 
  18 
  5 
  30 
  M 
  @ 
  Perfect 
  Blade 
  1 
  5 
  500 
  -4 
  -4 
  1,100(110) 
  16 
  5 
  50 
  G 
  @ 
  Perfect 
  Skipray Cruiser 
  6 
  200 
  10000 
  -5 
  -4 
  1200 (120) 
  18 
  10 
  100 
  C 
  @ 
  Good 
  Capitol Vessels 
  20 
  1000 
  25000 
  -10 
  -10 
  500 (50) 
  25 
  15 
  250 
  C+ 
  @ 
  Good 
  Neoger Light 
  Fighter 
  1 
  1 
  100 lb. 
  -3 
  -3 
  1500 (150) 
  17 
  7 
  40 
  H 
  @ 
  Perfect 
  Nephilim Hover 
  Tank 
  4 
  1 
  425 lb. 
  -4 
  -4 
  80 (8) 
  6 
  20 
  64 
  G 
  @ 
  -- 
  Sultan Heavy 
  Fighter 
  2 
  0 
  500 
  -4 
  -4 
  500 (50) 
   
  16 
  5 
  46 
  G 
  @ 
  Good 
  Parkan 
  3 
  100 
  5000 lb. 
  -8 
  -6 
  450 (45) 
  8 
  10 
  45 
  H 
  @ 
  Good 
  
   
  189
  These vessels comprise the main brunt of the 
  Saint assault fleet.  They move up front with the 
  bombers and fighters offering unheralded fire 
  support.  The vessels’ advanced grav drives allow 
  the craft to operate under any conditions, even 
  allowing it to hover inches off the ground.  Each 
  sports 10 hardpoints, two being used for Burst 
  Lasers and three reserved for Fusion Missiles.  The 
  Skiprays carry an awesome number of ground 
  troops and fighter craft.   It 
  can carry 15 various craft, 
  and each Skipray comes 
  equipped with 12 Vortex 
  Flight-Bots and 12 Daath 
  Quadropeds, 6 SIN-ACUs, 
  and one MAX.   
   
  Some well known 
  Skiprays:  The Bethany 
  (Captain Kenneth Crufix), 
  The Buster Four, The 
  Geisttwelve, The Core 
  Falcon, The Spirit Fortress, 
  The Panzer Bull, The Varidam, and The Dire Zeta 
  (Home of the most powerful White One, Jerrod) 
   
  The Sultan Heavy Fighter:  Primarily for 
  
   
  190
  Space use, the Sultan fighter is designed to strafe 
  ground targets with bombs and missiles as well as 
  take out enemy strongholds, including other 
  vessels.  It has four hardpoints plus a free spot for 
  1 Fusion Missile.  Two hardpoints must be forward 
  firing weapons. This leaves the remaining two for 
  bombs. 
   
  The Neoger Light Fighter:  The Neogar 
  launches and flies in waves and rarely does one 
  go out alone.  The pilots specialty in close 
  maneuvers and swarming strategies to 
  overwhelm opponents.  It has two hardpoint that 
  must be forward mounted weapons.  However, 
  these two systems can fire as one, 
  allowing an extra attack from the 
  vehicle.  The weapons must also be 
  energy guns.  It offers a +1 Techa 
  bonus to hit with these weapons. 
   
  The Parkan:  The Parkans are 
  usually found either in Capitol ships or 
  flying down flanked by Skiprays.  They 
  are too big to dock within Skiprays.  
  They fly in fast and use gravity cushions 
  to hit the ground fast, deploying a 
  hundred troops in only a matter of 
  seconds.  It comes equipped with an 
  internal Fold Drive where more than 50 
  additional troops every 5 minutes can 
  teleport from a distant Capitol ship.  
  Usually, a Parkan can only transport 
  three loads before burning out its 
  capacitor.  Its only one way and the 
  soldiers still need to disembark through 
  the drop doors.  The Parkan armor is 
  strong but its weapons are not.  It has 
  only three hardpoints that can fit 
  neither Super Heavy Weapons nor 
  missiles.  The Parkan can allow 
  replacing 50 troops with a single 
  Nephilim Hover Tank or 5 troops with 
  either a Daath or Vortex.  This includes 
  the teleporter. 
   
  The Nephilim Hover Tank:  The 
  Nephilim tank can rise to a height of 20 
  feet if necessary.  Its smooth hull is 
  coated with stealth net, allowing the 
  craft to go invisible for up to 10 minutes 
  before draining its battery.  Of course, 
  the vehicle is not silenced, and certain 
  other conditions can render it 
  detectable (such as striking a target). 
  The device’s field disrupts if any 
  weapons fire.  It comes standard with 
  one Super heavy weapon and two 
  ports of 7 rockets each. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  191
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  __________________________ 
   
   
   
   
   
  SAINT 
  CONSTRUCTS 
   
  Sometimes Saints 
  employ automated 
  machines to do their dirty 
  work.  They include the 
  simply Flightbots to the 
  Quadropeds, leading up 
  to the intimidating Mobile 
  Anit-echan eXosuit (MAX). 
   
  VORTEX FLIGHT BOT 
  Hit Dice: 
  7d8+7 (38 hp) 
  Initiative: 
  +5 
  Speed: 
  Fly 60 ft. (perfect) (12 
  squares) 
  Armor Class: 
  21 (+5 Dex, +6 natural), 
  touch 15, flat-footed 16 
  Base 
  Attack/Grapple: 
  +7/+9 
  Attack: 
  Assault Cannon  +12 ranged 
  Full Attack: 
  Assault Cannon +12  ranged 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Weapon 
  Special Qualities: 
  Darkvision 60 ft., Construct, 
  Hardness 5 
  Saves: 
  Fort +0, Ref +10, Will –4 
  Abilities: 
  Str 14, Dex 21, Con --, Int --, 
  Wis 1, Cha 1 
  Skills: 
  Listen +11, Move Silently +15, 
  Search +10 
  Feats: 
  Dodge, Flyby Attack, 
  Weapon Finesse, Point Blank 
  Shot 
  Organization: 
  Solitary or Squad (2–4) 
  Challenge Rating: 
  6 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  8–14 HD (Medium) 
  EDF Percentage: 
  %30 
   
  VFBs are deployed usually before a 
  dropship or Skipray lands in order to secure an 
  area.  They can operate via a control center on 
  the ship and be ordered to follow instructions 
  from a portable controller 
  
   
  192
   
  COMBAT 
   
  Assault Cannon:  Because of the 
  vulnerability of the Vortex, the weapon is 
  intentionally detuned.  Standard armament is a   
  7.62 Assault Rifle (Dam:  2d8, Crit x2, Single/Auto, 
  100 shots, Range 50 ft.)  The weapon can also be 
  fired in close combat without invoking an attack 
  of opportunity. 
   
  DAATH QUADROPEDS 
  Hit Dice: 
  6d10+24 (57 hp) 
  Initiative: 
  +2 
  Speed: 
  30 ft. (6 squares) 
  Armor Class: 
  17 (–1 size, +2 Dex, +6 natural), 
  touch 11, flat-footed 15 
  Base 
  Attack/Grapple: 
  +6 
  Attack: 
  Side Guns +10/+4 ranged or 
  Grenade Launcher +6 ranged 
  Full Attack: 
  Same as above. 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Spikes 
  Special 
  Qualities: 
  Darkvision 60 ft., low-light 
  vision, Construct Traits, 
  Hardness 5 
  Saves: 
  Fort +0, Ref +7, Will -4 
  Abilities: 
  Str 20, Dex 15, Con 0, Int 0, Wis 
  1, Cha 1  
  Skills: 
  Listen +5, Spot +9 
  Feats: 
  Weapon Focus (Side 
  Cannons) 
  Organization: 
  Solitary, pair, or Squad (3–6) 
  Challenge 
  Rating: 
  6 
  Treasure: 
  None 
  Alignment: 
  Always Neutral 
  Advancement: 
  7–16 HD (Large); 17–18 HD 
  (Huge) 
  EDF Percentage 
  %30 
   
  The Daaths escort ground troops and 
  seldom enter without human flanks or with Vortex 
  hovering above.  They sport grenade launchers 
  and twin machine guns 
   
  Twin Submachine guns:  Dam 2d6, Crit 
  x2, Ballistic, Single/Automatic, Range Inc 50ft, 
  Ammo 120 box. 
   
  Grenade Launcher:  The Grenade 
  Launcher carries a varied armament dependant 
  on Grenade listings above.  The Range Inc is 20 
  ft.  It carries 8 grenades. 
   
  Skills:  Daaths have a +4 racial bonus on 
  Spot checks. 
   
   
   
   
   
  MAX (Mobile Anti-echan eXo 
  warrior) 
  Hit Dice: 
  14d10+30 (107 hp) 
  Initiative: 
  0 
  Speed: 
  20 ft. (4 squares) 
  Armor Class: 
  26 (–1 size, –1 Dex, +18 
  natural), touch 8, flat-
  footed 26 
  Base Attack/Grapple: 
  +10/+23 
  Attack: 
  Slam +18 melee 
  (2d10+9) 
  Full Attack: 
  2 slams +18 melee 
  (2d10+9), OR Plasma 
  Cannon + 10 or 
  Markermissiles +15 
  (1d4+1) OR 
  Flamethrower 
  Space/Reach: 
  10 ft./10 ft. 
  Special Attacks: 
  Markermissiles 
  Special Qualities: 
  Construct traits, 
  Hardness 10, darkvision 
  60 ft, Spell Resistance 
  21, low-light vision 
  Saves: 
  Fort +4, Ref +3, Will +4 
  Abilities: 
  Str 33, Dex 9, Con —, Int 
  8, Wis 11, Cha 1 
  Skills: 
  — 
  Feats: 
  — 
  Environment: 
  Any 
  Organization: 
  Solitary 
  Challenge Rating: 
  11 
  Treasure: 
  None 
  Alignment: 
  Neutral 
  Advancement: 
  15–21 HD (Large); 22–42 
  (Huge) 
  EDF Percentage: 
  0% 
   
  The MAX is rare, designed for a specific 
  purpose, venturing on its own into the realm of 
  
   
  193
  Echa to eliminate a target or retrieve an item.  It 
  needs no escort, no flanks.  It enters alone and 
  always returns.  Its low, deep voice, demands 
  obedience and its sympathy is non-existent. 
   
  Plasma Cannon: Crit:  x2, Range Inc 50ft.  
  A rolled strike results in a Reflex save DC16 for half 
  damage.  Damage: 6D6 (direct hit 10D6), 
  Combusts all. 
   
  Markermissile:  If the first shot strikes, 
  every subsequent round strikes with a free action 
  for another 1d4+1 (Crit:  x2, Range Inc:  100ft).  If 
  the MAX chooses, the initial round can explode 
  on its own for 10d6 points of damage.  If so, it 
  cannot act as a Markeround at any point.  The 
  Missile cannot marker, and then explodes.  The 
  initial Markermissile can also act as a tracer if 
  kept intact.  It can relay the target position to the 
  Max up to 500 kilometers away.  Max even can 
  communicate to the target through relays in the 
  missile.  Only a “Heal” spell or major surgery can 
  properly remove the missile without detonation. 
   
  Flamethrower:  Max can temporarily vent 
  plasma for a severe blast of superheated energy.  
  This area effect weapon acts as a Fire breath 
  weapon.  It fires as a cone only and delves out 
  2d10 damage with a Ref DC of 15 for half.  Max 
  can spew flames 1d4 times a day. 
   
  THE ANGELS 
   
  The Angels are exceptions to the rule of 
  everything, being true humans never affected by 
  any of the gates.  They are incapable of using 
  magic, including wielding magic weapons and 
  casting magic.  It simply doesn’t work in their 
  hands.   
   
  They are immune to disruption and walk 
  on Terran soil without a problem.  However, their 
  mindsets, culture, and technology progressed for 
  thousands of years independently then the rest of 
  Mankind.  To them, their progression is part of 
  survival, and part of a natural development of 
  the species—adapting to their environment.  
  Angels consider themselves true humans and the 
  real inheritors of this planet.  They sacrificed the 
  most.  They witnessed it all.  And now they return 
  to find the side effects of magic running things.   
   
  HISTORY 
   
  Angel culture feels totally natural to them 
  and they are not embarrassed whatsoever.  
  
   
  194
  Other may find if terribly difficult and alien to 
  what they know a human culture to be.  Long 
  ago, at the cost of their own planet, the humans 
  left, crippled.  Only one vessel abandoned Earth.  
  Their history is fairly accurate this field.  It tells of 
  the armies of darkness tearing down every city.  
  The traitors sealing themselves in their coffins—the 
  remnants of mankind fighting till virtual extinction.  
  The few who remained managed to gain access 
  to more that 80 000 nuclear warheads.  They 
  were all reprogrammed.  The plan was to build a 
  fleet of ships to evacuate the remaining survivors 
  and then launch the warheads.  Ixindar had 
  other plans.   
   
  Like a great intelligence controlling 
  them, every demon and devil formed ranks and 
  marched to the launching platforms.  The last 
  few armies of man fought to death to protect 
  them.  However, the shadow proved to great 
  and as the first ships launched, great comets of 
  fire cast from great demons threw them down, 
  killing thousands of innocents.   
   
  Knowing there would be no escape, the 
  surviving commander pushed back his forces to 
  the control base.  And as the front line Kython 
  Demons broke through the door, the button was 
  pushed.   
   
  Missiles soared around the 
  planet and %99 of the dark creatures 
  was wiped out.  But not all were killed.  
  A few survived and made their way up 
  the mountain to finally eliminate the last 
  fledging sliver of humanity.  They 
  reached the peak but couldn’t stop the 
  one vessel that survived the holocaust.   
   
  Battered and limping, and 
  crewed by victims plagued by radiation, 
  dying of sicknesses unidentified, a single 
  ship rose from the ground and escaped.   
   
  This vessel, the Redeemer, 
  carried 500 battered souls into the void. 
   
  CULTURE 
   
  Angels live a life they consider 
  perfectly normal.  Others consider it 
  exceedingly complicated and foreign.  
  Soon, after leaving Earth, the ravages of 
  radiation killed most of the passengers.  
  The few leftover, obsessed with survival 
  tried everything, finally resorting to 
  removing their own shells in 
  replacement with metal.  At first, they 
  simply used the machine to keep them 
  alive.  Soon after, the metal 
  accentuated the frail bodies.  Finally, 
  the bodies found themselves 
  permanently mounted within the steel.  
  It was another 1000 years before the human skin 
  itself was cast aside and the only the nervous 
  system, primary blood vessels, and brain 
  remained.  Most Angels look the same but, like 
  humans, there are subtle differences between 
  them all.  Some are different colors, some are 
  taller, shorter, with subtle physical variations.  
  Angels can tell each other apart with ease even 
  though most others think they all look the same.  
  Among many cultures that have encountered 
  Angels but are unaware of their identity, these 
  creatures are called Spinefingers.   
   
  In Angel culture, the most notable 
  advancement is with holographics.  Every single 
  Spinefinger carries a personal Holographic 
  generator allowing its “organic” form to be 
  visible.  This form is fixed and only a few 
  interdictor units are allowed to change into other 
  people.  They walk among their own kind looking 
  as normal humans.  Even the corridors and rooms 
  of their vessels also carry this illusion.  Where 
  rooms were once dry and sterile metal can now 
  be replaced with wood and glass and 
  vegetation.  The holograms are tied into the 
  individuals to respond with external input.  
  Therefore an Angel can interact and even feel 
  the wood chair they sit on, the texture of a plant.  
  However, the smells and sounds usually remain 
  “Adeo vivo vivere vixi victum” 
  Just live--Just Survive… 
  Angel Gabriel
  
   
  195
  distant.   Angels are simultaneously aware of 
  both their virtual forms and their real ones. 
   
  The mess hall looks like a mess hall with 
  people talking and associating with others, 
  enjoying a meal.  Really, they are plugged in 
  power centers, resupplying their organic 
  nourishment.  But the room generates an 
  environment where everyone can talk and 
  socialize.  Even sleeping is justified.  Quarters 
  have beds that supply power for the electronics 
  of the body.   
   
  Reproduction?  It does exist.  Spinefingers 
  engage in sex and reproduction.  They 
  encounter passion and pursuit of the opposite 
  sex like any other species.  More than just 
  holographics, Angel vessels also have  complete 
  virtual environments contained within computers.  
  Angels can tie into social areas like old age 
  chatrooms.  They can practice skills, get an 
  education, and find and express love.  When two 
  Angels decide to bond, the procedures are not 
  too far off from normal humans.  Marriage exists 
  and Angels pride themselves on having a virtually 
  zero divorce rate.  When Angels decide to 
  create a child, they go to the medical bay and 
  donate DNA samples.  The external body’s 
  design is derived from combining elements of the 
  parent bodies.  DNA is combined in a technique 
  that mimics the standard human reproduction 
  cycle.  The cells are grown into the new form and 
  a body suit is built.  From there, the child 
  develops normally.  Parents still defend their 
  children to death even though the mothers don’t 
  breastfeed their children.  They still consider 
  themselves mammals.  Throughout their lives, an 
  Angel will go through five suits.  Old suits are 
  reused for others.   Even the Holographic form is 
  derived using the dominant characteristics of the 
  parents.  Blonde hair, blue eyes, the program 
  follows the rules of genetics to the letter, even 
  allowing for the odd offshoot.  The parents can 
  override that to a point, deciding on a girl or a 
  boy beforehand.  All disease is removed.  There is 
  no baldness, no obesity, and no genetic 
  imperfections at all.  Height only differs by a foot 
  taller or shorter.   
   
  Surprisingly enough, the Angels are not 
  even a singular race.  Asian, African, and 
  European traits live on.  Angels can appear 
  Caucasian or Negro—Indian or Middle Eastern—
  Whatever their forms would have been if their 
  organics grew skin.  It means nothing to the 
  Angels.  They are all created equal.  Accents 
  may be different but in the end, they are all one 
  species.   
   
  Angels may seem evil, but they are 
  generically not.  They are driven and obsessed 
  with reclaiming their world.  They don’t believe 
  this world of Echa has any foothold on the planet 
  and many believe the world of Echa is false and 
  that none of it is real, ironic since most of what 
  Angels see in their own world is also false. 
   
  They are generally long lived (more than 
  200 years on average) and keep their family 
  names very private.  Usually only personal friends 
  and family know Angel’s family name.  They 
  never refer to them by their last name in public. 
   
  GENERAL CAPABILITIES OF 
  ANGELS 
   
  --All Angels are immune to any magic 
  requiring a FORT or WILL save.  Only magic that 
  can cause physical damage effects them, thus 
  requiring a REF save to avoid.  So spells like 
  Lightning Bolt and Fireball and Magic Missile 
  strikes an Angel but Polymorph, Dominate Person, 
  and Charm uneffects them. 
   
  --Angels cannot be magically healed or 
  magically resurrected.   
  
   
  196
   
  --Angels are TL7 and have access to all 
  technology present in previous chapters.  
  However, their technology is tied with the Angels 
  themselves and they can locate all of their 
  technology from orbit.  Retrieval squads hunt 
  down and locate lost technology and will kill any 
  who possess them for using forbidden 
  knowledge.  Therefore Angel technology cannot 
  be found anywhere for sale.   
   
  --Angel technology is totally unaffected 
  by EDF and cannot be harmed by EMP weapons. 
   
  --Spells cast UPON Angels (good or bad) 
  that do not require a FORT or WILL save (  ), only 
  effects them for one round before the spells 
  simply slips off the Angel.   
   
  --Angel Weapons cannot be enchanted 
  in anyway.   
   
  --Angels do not breath and ingest a 
  foodstuff similar to baby food.  They eat through 
  an opening that develops in their head.  A similar 
  food can be made if outside of a vessel.  Angels 
  needs to “eat” at least once a day or starve like 
  Humans.   
   
  --Angels need to “sleep” to recharge.  
  Outside of vessels, many Angels (especially 
  Solitary units) are equipped with a solar shield 
  that charges during the day.  However, the 
  Angels will begin to suffer from sleep deprivation 
  and shut down after three days.  They are not 
  dead though until the organics starve.  Magic as 
  sustenance does not work.  An Angel can “suck” 
  any “H” cell to power their suit anew.  One H cell 
  (regardless of charges) is sucked dry (must be 
  fresh) and recharges the body for another day. 
   
  --Angels do not read up on any Detect 
  Alignment spells (Detect Good/Evil/Law/Chaos).   
   
  --Angels are immune to ALL disease and 
  all Poisons. 
   
  --Spellcasters cannot Scry onto Angel 
  vessels.   
   
  --Angels cannot be level nor ability 
  drained.   
   
  --Legend Lore does not reveal any 
  information about Angels.   
   
  --Angels have 120 feet Darkvision and 
  can filter Ultrasonic to view invisibility at 60 feet. 
   
  Newborn Spinefinger 
  (Medium Exotic) 
  Juvenile Spinefinger 
  (Medium Exotic) 
  Adult Spinefinger 
  (Medium Exotic) 
  Hit Dice: 
  3d8 +10 (28 hp) 
  6d8+14 (41 hp) 
  10d8+30 (75 hp) 
  Initiative: 
  +4 
  +6 
  +6 
  Speed: 
  40ft 
  40ft 
  30ft 
  Armor Class: 
  18 (+0 size, +4 Dex, +4 natural) 
  touch 14, flat-footed 14 
  22  (+0 size, +4 Dex, +8 natural) 
  touch 14, flat-footed 18 
  24  (+0 size, +5 Dex, +9 natural) 
  touch 8, flat-footed 30 
  Base 
  Attack/Grapple: 
  +3 / +6 
  +6 / +9 
  +8/+15 
  Attack: 
  1 Claw +3 Melee (1d6+1) 
  1 Claws +6 Melee (1d6+4) 
  1 Claw +10 (1d8+7) 
  Full Attack: 
  2 Claws +3, +0 Melee (1d6+2) 
  2 Claws +6 Melee (1d6+4), 1 
  Claw +1 Melee (1d6+4) 
  2 Claws +10 melee (1d8+9), 1 
  Claw +4 melee (1d8 +9) OR 
  2 Ranged fire attacks (+10 / +4) 
  if equipped 
  Space/Reach: 
  5ft by 5ft by 5ft 
  5ft by 5ft by 5ft 
  5ft by 5ft by 5ft 
  Special Attacks: 
  Angel Abilities 
  Angel Abilities 
  Angel Abilities 
  Special Qualities: 
  Angel Abilities 
  Angel Abilities 
  Angel Abilities, One weapon 
  mount, One Support System 
  Saves: 
  Fort +2, Ref +4, Will +6 
  Fort +4, Ref +7, Will +6 
  Fort +6, Ref +10, Will +6 
  Abilities: 
  Str 12, Dex 18, Con 12, Int 8, 
  Wis 10, Cha 8 
  Str 17, Dex 18, Con 14, Int 10, 
  Wis 13, Cha 9 
  Str 20, Dex 20, Con 16, Int 13, 
  Wis 14, Cha 11 
  Skills: 
  Escape Artist +3, Hide +5, 
  Listen +5, Move Silently +7, 
  Balance +10, Tumble +10, 
  Climb +15, Swim +2, Jump +5 
  Escape Artist +6, Hide +6, 
  Listen +10, Move Silently +10, 
  Balance +13, Tumble +13, 
  Climb +19, Swim +3, Jump +10 
  Escape Artist +8, Hide +9, 
  Listen +15, Move Silently +13, 
  Balance +16, Tumble +16, 
  Climb +23, Swim +4, Jump +15 
  Feats: 
  Dodge, Improved Initiative, 
  Ambidexterity  
  Dodge, Improved Initiative, 
  Ambidexterity,  
  Dodge, Improved Initiative, 
  Ambidexterity, Weapon Finesse, 
  Weapon Focus, Two Weapon 
  Fighting, Mobility 
  Environment: 
  Any 
  Any 
  Any 
  Organization: 
  Packs (6-15) 
  Packs (3-10) 
  Solitary or packs (2-10) 
  Challenge Rating: 
  6 
  9 
  10 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually Neutral 
  Usually Neutral 
  Usually Neutral 
  Advancement: 
  By Character Class 
  By Character Class 
  By Character Class 
  Level Adjustment: 
  +2 
  +4 
  +6 
  
   
  197
   
  --Angels speak True English but many 
  oddly enough seem to have mixed Latin into 
  their speak.  Many Angels have programmed 
  Echan languages in them as well 
   
  --Angel bodies regenerate via 
  nanotechnology.  If reduced below 0, however, 
  the Nano machines stop working and external 
  repairs will be needed. 
   
  --Angels prefer close combat and rarely 
  strike with range unless in a spacecraft.  One on 
  one combat, they usually prefer using hand 
  weapons, only using ranged weapons until close 
  combat occurs.  All Angels are ambidextrous. 
   
  --Angel Spinefinger suits operate as 
  powered suits listed in the Techa chapter above.  
  Therefore, each Spinefinger can add 
  modifications as listed in the Armor chapter.  
  Basic troops are usually only none while officers 
  and hunters can use one or two.  Commanders 
  can use three.  “Named” Characters are fixed. 
   
  --Cloner:  Angel Cloners are smaller and 
  can reform a dead DNA strand in a day.  If the 
  body is rescued, the backup computer in the suit 
  reads the brain activity at the last second so it 
  can be re-integrated into a cloned organic.  This 
  is not like Resurrection as this is an identical 
  personality but not the same soul.  However, the 
  computer CAN transfer a living brain pattern over 
  to a new Organic.  Also, there is no level drain 
  with the process.  This is only for Angels HOWEVER, 
  it may work with humans as well.  Some Angels 
  have offered the process to normal humans.  This 
  is necessary to turn a Human into an Angel.     
   
  --Mono-Molecular Blades:  Angels love 
  close combat weapons.  To that end, they  
  have develops Mono-Blades.  All Angel Mono-
  Blades are built naturally to a single atoms’ width 
  and all can penetrate though all level of magical 
  defense and through all hardness levels.  
   
  STANDERD SPINEFINGERS 
   
  Angels are people, and as such, the 
  youth are not trained in combat but can still hold 
  their own.  The stats reflect their basic abilities 
  before being equipped for Combat.  They usually 
  only sport clawed hands.  However, they 
  capacity for individually holds no ends and many 
  Spinefingers love the fact they can equip 
  themselves totally differently than their friends.  
  They relish in hand to hand fighting and are 
  virtually unequalled in that field. 
   
  COMBAT: 
   
  Weapon Mounts:  Spinefingers can outfit 
  themselves with any variety of weapons listed in 
   
   
  Combat Spinefinger 
  (Medium Exotic) 
  Spinefinger Ronin / Commander 
  (Medium Exotic) 
  Hit Dice: 
  12d8+36 ( 90 hp) 
  15d8+90 (127 hp) 
  Initiative: 
  +7 
  +9 
  Speed: 
  30ft 
  30ft 
  Armor Class: 
  27  (+0 size, +7 Dex, +10 natural) touch 17, flat-
  footed 20 
  33  (+0 size, +10 Dex, +13 natural) touch 20, flat-
  footed 23 
  Base Attack/Grapple: 
  +10/+23 
  +12/+28 
  Attack: 
  1 Claw +18 melee (1d8+9) 
  1 Claw +23 melee (1d8+11) 
  Full Attack: 
  2 Claws +18 melee (1d8+9), 1 claw +12 melee 
  (1d8+9), 1 claw +6 Melee (1d8+9), OR 
  Ranged attacks (+18/+12/+6) if equipped 
  2 Claws +23 melee (1d8 + 11), 1 Claw +17 
  melee (1d8 + 11), 1 Claw +11 melee (1d8 + 11), 
  1 Claw +5 melee (1d8 + 11), 
  OR  
  Ranged attacks (+23/+17/+11/+5) if equipped) 
  Space/Reach: 
  5ft by 5ft by 5ft 
  5ft by 5ft by 5ft 
  Special Attacks: 
  Charge 6d6+8, Angel Abilities 
  Charge 10d6 +10, Angel Abilities 
  Special Qualities: 
  Damage reduction 10/adamantine, Angel 
  Abilities, Two Weapon Mounts, One Support 
  System, Ultrasonic Imaging, Holographics 
  Damage reduction 15/adamantine, Angel 
  Abilities, Three Weapon Mounts.  Two Support 
  Systems, Ultrasonic Imaging, Holographics 
  Saves: 
  Fort +8, Ref +14, Will +8 
  Fort +10, Ref +19, Will +10 
  Abilities: 
  Str 25, Dex 24, Con 18, Int 15, Wis 15, Cha 13 
  Str 30, Dex 30, Con 19, Int 17, Wis 15, Cha 14 
  Skills: 
  Escape Artist +12, Hide +12, Listen +20, Move 
  Silently +16, Balance +19, Tumble +19, Climb 
  +27, Swim +5, Jump +20 
  Escape Artist +16, Hide +12, Listen +25, Move 
  Silently +19, Balance +23, Tumble +23, Climb 
  +31, Swim +6, Jump +25 
  Feats: 
  Dodge, Mobility, Improved Initiative, 
  Ambidexterity, Weapon Finesse, Weapon Focus, 
  Two Weapon Fighting, Improved Two Weapon 
  Fighting, Spring Attack 
  Dodge, Mobility. Improved Initiative, 
  Ambidexterity, Weapon Finesse, Weapon Focus, 
  Two Weapon Fighting, Improved Two Weapon 
  Fighting, Spring Attack, Improved Critical, 
  Cleave, Power Attack 
  Environment: 
  Any 
  Any 
  Organization: 
  Solitary or gang (2–6) 
  Solitary unless leading 
  Challenge Rating: 
  13 
  15 
  Treasure: 
  None 
  None 
  Alignment: 
  Usually Neutral 
  Usually Neutral 
  Advancement: 
  By Character Class 
  By Character Class 
  Level Adjustment: 
  +8 
  +10 
  
   
  198
  the Weapon section below as long as they have 
  slots for them.  Blades are always fixed on limbs, 
  Pistols and rifles are always separate and slung  
   when not in use.  Heavy weapon are either over 
  the shoulder and back mounted, requiring the 
  Angel to fall on their arms to launch.  Any blade 
  attacks replace the Angels Claw Attacks.   If an 
  Angel with multiple weapons mounts identical 
  weapon on them they get an extra free action 
  with that weapon.   Mono blades are at half 
  cost, so two weapons can be added to one slot 
  and still offer this ability.   
   
  Support Systems:  Some Angels can 
  equip themselves with modifications similar in use 
  to Armor modifications in the Techa chapter 
  above.  Their options available are:  Acid 
  Resistance, Cold Resistance, Fire Resistance, 
  Fortification, Electricity Resistance, Stealth, Phase, 
  Invulnerability, Invisibility, Sonic Resistance, 
  Booster, Anti-Gravity (Lasts for 30 minutes before 
  the Angel must recharge), Jumper (+8 to jump). 
   
  Ultrasonic Imaging:  Prowlers can detect 
  invisible objects up to 60 feet away and can 
  scan rooms through closed doors and through 
  walls. 
   
  Feats:  All Spinefingers are ambidextrous 
  and know two-weapon fighting.  They are master 
  close combat fighters and these have been 
  incorporated into their attack stats.  However the 
  Spinefinger Ronin has Improved Critical that will 
  be always assigned to the hand weapons. 
   
   
  AUTOMATED A.I. 
   
  Angels employ a small number of 
  machines run through their advanced AI system.  
  In some cases, these AIs are actually 
  programmed through the brain wave scans of 
  dead Angels.  In a few rare situations, 
  Spinefingers have actually transferred their 
  intellect to these machines.  If an Angel is nearby, 
  it can totally control an AI, directing its actions.  
  By a whole, the Angel constructs are few in 
  number and are usually only found to accent a 
  force rather than dominate it. 
   
  TALOS 
    
  Large Construct 
  Hit Dice: 
  10d8+23 (35 hp) 
  Initiative: 
  +2 
  Speed: 
  30 ft. (6 squares), climb 15 ft. 
  Armor Class: 
  25 (–1 size, +4 Dex, +12 natural), 
  touch 13, flat-footed 21 
  Base 
  Attack/Grapple: 
  +3/+18 
  Attack: 
  Slam +8 melee (2d6+15) 
  Full Attack: 
  2 Slams +8 melee (2d6+15)  
  Space/Reach: 
  10 ft./10 ft. 
  Special Attacks: 
  Rend 2d6+15, Crush 3d6+15 
  Special Qualities: 
  Darkvision, Ultrasonic Imaging, Angel 
  Abilities, Construct 
  Saves: 
  Fort +6, Ref +6, Will +5 
  Abilities: 
  Str 40, Dex 18, Con --, Int 3, Wis --, 
  Cha 7 
  Skills: 
  Climb +14, Listen +5, Move Silently 
  +4, Spot +6 
  Feats: 
  Alertness, Toughness 
  Environment: 
  Any 
  Organization: 
  Solitary or company (5–8) 
  Challenge Rating: 
  8 
  
   
  199
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  6–15 HD (Large) 
  Level Adjustment: 
  — 
   
  A Talos resembles a robotic Ape, 
  standing about 9 feet tall and weighs 1600 
  pounds. 
   
  COMBAT 
   
  Talos keep back after Prowlers and 
  usually flank with Spinefingers, targeting the 
  toughest enemies.  If an opponent’s armor foils a 
  Talos’s attacks, the machine will attempt to 
  grapple and pin, then rend the prone opponent. 
   
  Rend (Ex): A Talos that hits with both 
  Slam attacks latches onto the opponent’s body 
  and tears the flesh. This attack automatically 
  deals an extra 2d6+15 points of damage. 
   
  Crush (Ex):  A Talos that hits with both 
  Slam attacks latches onto the opponent’s body.  
  Instead of tearing flesh automatically, the Talos 
  can attempt a grabble that round.  If successful, 
  it will attempt to crush the opponent on the next 
  round (and another grabble roll) for an extra 
  3d6+15 points of damage. 
   
  Ultrasonic Imaging:  Talos can detect 
  invisible objects up to 60 feet away and can 
  scan rooms through closed doors and through 
  walls. 
   
  Skills:  Talos have a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
   
  PROWLER 
    
  Large Construct 
  Hit Dice: 
  12d8+30 (80 hp) 
  Initiative: 
  +2 
  Speed: 
  40 ft. (8 squares) 
  Armor Class: 
  22 (–1 size, +5 Dex, +8 natural), 
  touch 14, flat-footed 17 
  Base 
  Attack/Grapple: 
  +12/+24 
  Attack: 
  Claw +20 melee (2d4+8) 
  Full Attack: 
  4 claws +20 melee (2d4+8) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Improved grab, pounce, rake 4d4+8 
  Special Qualities: 
  Blind Fighting, Ultrasonic Imaging, 
  Construct, Angel Abilities 
  Saves: 
  Fort --, Ref +18, Will -- 
  Abilities: 
  Str 27, Dex 18, Con --, Int 4, Wis --, 
  Cha 10 
  Skills: 
  Hide +7, Jump +14, Listen +6, Move 
  Silently +11, Spot +7, Swim +10 
  Feats: 
  Alertness, Improved Natural Attack 
  (claw), Run, Stealthy, Weapon Focus 
  (claw) 
  Environment: 
  Any 
  Organization: 
  Solitary, pair, or Pack (3-6) 
  Challenge Rating: 
  9 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  17–32 HD (Large); 33–48 (Huge) 
  Level Adjustment: 
  — 
   
  Prowlers are six legged cat-looking 
  machines operated as front line cavalry for the 
  Angels.  They are hard to take down and like 
  stalking potential targets, striking whenever the 
  creature lets down its guard. 
   
  COMBAT 
   
  A Prowler attacks by running at prey, 
  leaping, and clawing and biting as it rakes with 
  its limbs. 
   
  Improved Grab (Ex): To use this ability, a 
  Prowler must hit with its claw attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can rake. 
   
  Pounce (Ex): If a Prowler charges, it can 
  make a full attack, including two rake attacks. 
   
  Ultrasonic Imaging:  Prowlers can detect 
  invisible objects up to 60 feet away and can 
  scan rooms through closed doors and through 
  walls. 
  
   
  200
   
  Skills: Prowlers have a +4 racial bonus on 
  Hide and Move Silently checks.   Prowlers also 
  cannot be flanked nor surprised in anyway 
   
  CHARACTERS 
   
  These are the leaders and most notable 
  soldiers of the Angels.  The first and more 
  important one is… 
   
   
  KAIROS (Virago) 
   
   
  Spinefinger Commander 
  (Medium Exotic) 
  Hit Dice: 
  18d8+100 (200 hp) 
  Initiative: 
  +9 
  Speed: 
  40ft 
  Armor Class: 
  35 (+0 size, +12 Dex, +13 natural) touch 
  20, flat-footed 23 
  Base 
  Attack/Grapple: 
  +14/+30 
  Attack: 
  1 Mono Blade +30 melee (1d8+11)  
  Full Attack: 
  2 Mono Blades +30 melee (1d8 + 11), 1 
  Mono Blade +24 melee (1d8 + 11), 1 
  Mono Blade +18 melee (1d8 + 11), 1 
  Mono Blade +12 melee (1d8 + 11), 1 
  Mono Blade +6 melee (1d8 +11) 
  OR  
  Ranged Pulse Rifle attacks 
  +30/+24/+18/+12/+6 (3d10) 
  Space/Reach: 
  5ft by 5ft by 5ft 
  Special Attacks: 
  Charge 10d6 +11, Angel Abilities 
  Special 
  Qualities: 
  Damage reduction 15/adamantine, Angel 
  Abilities, Three Weapon Mounts (Mono 
  Blades, Pulse Rifle).  Three Support 
  Systems (all pre-filled--Fortification, Anti-
  Gravity, Jumper),  Ultrasonic Imaging, 
  Holographics 
  Saves: 
  Fort +14, Ref +25, Will +14 
  Abilities: 
  Str 33, Dex 36, Con 22, Int 18, Wis 13, 
  Cha 16 
  Skills: 
  Escape Artist +20, Hide +16, Listen +27, 
  Move Silently +23, Balance +27, Tumble 
  +27, Climb +35, Swim +9, Jump +40 
  Feats: 
  Dodge, Mobility. Improved Initiative, 
  Ambidexterity, Weapon Finesse, Weapon 
  Focus, Two Weapon Fighting, Improved 
  Two Weapon Fighting, Spring Attack, 
  Improved Critical, Cleave, Power Attack, 
  Blind Fighting 
  Environment: 
  Any 
  Organization: 
  Solitary 
  Challenge 
  Rating: 
  18 
  Treasure: 
  None 
  Alignment: 
  Lawful Neutral 
  Advancement: 
  none 
  Level 
  Adjustment: 
  -- 
   
  Kairos was the first to set down on the 
  Earth.  He has studied the new rules of the planet 
  for most of his 150 years of life.  He is obsessed 
  with retaking Earth.  However, unlike many of his 
  comrades, he believes that Angels should stand 
  back and let the planet destroy itself with only 
  little prods from the Angels.   
   
  Kairos believes that Earth belongs to 
  them.  Further, he thinks that the Echans and 
  Techan humans on Earth are not totally useless 
  nor deserve to die.  Those willing to help the 
  Angels bring down the gates will be rewarded 
  with survival.  Not only that, those special allies 
  will be allowed to join their society when Earth is 
  rebuilt.  Kairos will honor this agreement.  He has 
  established a bond with Xavier Camus, 
  Commander of the Starlight Division of the Angel 
  Bastion but despises Jerrod, the Saint 
  commander.   
   
  Because there is a real possibility that 
  every human on Earth will fall into dust when the 
  gates closed, Kairos promises to turn them into 
  Spinefingers when the new world is born.   
   
  Kairos understands the native humans 
  desire to keep what the want and feel an affinity 
  for his opponents.  However, even though he 
  may respect native humans, he hates Saints, 
  considering them a threat that are only under 
  minor control by the White ones…a control Kairos 
  feels will break soon, sending the Saints against 
  them.  He would rather take them out now and 
  save the trouble. 
   
  COMBAT 
   
  Weapon Mounts:  Kairos’ weapons are 
  fixed and all of his mounts are occupied. 
  
   
  201
   
  Support Systems:  Kairos’ Support Systems 
  are fixed and all of his systems are occupied.   He 
  is equipped with the following:   
   
  Fortification- Additional armor platting 
  prevents flanking and critical hits.  There is a %50 
  chance that these attacks are treated normally.   
   
  Anti-Gravity--Kairos can fly at a speed of 
  45 feet.  He can ascend at half speed and 
  descend at double speed, and the 
  maneuverability is Perfect.  He can charge but 
  not run. 
   
  Jumper--Huge hydraulic lifters allows a 
  +10 Techa bonus to Jump checks. 
   
  Ultrasonic Imaging:  Kairos can detect 
  invisible objects up to 60 feet away and can 
  scan rooms through closed doors and through 
  walls. 
   
  Feats:  Kairos is ambidextrous and is a 
  master at two weapon fighting and this has been 
  incorporated into their attack stats.  However 
  Kairos has Improved Critical that will be always 
  assigned to the hand weapons (Crit 12-20). 
   
  ELISSA (Arcanus) 
   
   
  Spinefinger Ronin / Commander 
  (Medium Exotic) 
  Hit Dice: 
  16d8+100 (165 hp) 
  Initiative: 
  +9 
  Speed: 
  30ft 
  Armor Class: 
  33  (+0 size, +10 Dex, +13 natural) 
  touch 20, flat-footed 23 
  Base Attack/Grapple: 
  +12/+28 
  Attack: 
  1 Claw +23 melee (1d8+11) 
  Full Attack: 
  2 Claws +23 melee (1d8 + 11), 1 
  Claw +17 melee (1d8 + 11), 1 Claw 
  +11 melee (1d8 + 11), 1 Claw +5 
  melee (1d8 + 11), 
  OR  
  Ranged Pulse Pistols attacks 
  +23/+17/+11/+5  
  OR 
  Rotary Cannon +23  
  Space/Reach: 
  5ft by 5ft by 5ft 
  Special Attacks: 
  Angel Abilities 
  Special Qualities: 
  Damage reduction 15/adamantine, 
  Angel Abilities, Three Weapon 
  Mounts (Two Pulse Lasers, One 
  Rotary Cannon).  Two Support 
  Systems (Phase, Invisibility, 
  Stealth), Ultrasonic Imaging, 
  Holographics, Dominate Person 
  Saves: 
  Fort +10, Ref +19, Will +15 
  Abilities: 
  Str 30, Dex 30, Con 19, Int 17, Wis 
  17, Cha 18 
  Skills: 
  Escape Artist +15, Hide +11, Listen 
  +23, Move Silently +34, Balance 
  +25, Tumble +23, Climb +31, Swim 
  +6, Jump +25 
  Feats: 
  Dodge, Mobility. Improved Initiative, 
  Ambidexterity, Weapon Finesse, 
  Weapon Focus, Two Weapon 
  Fighting, Improved Two Weapon 
  Fighting, Spring Attack, Quick 
  Draw, Track, Improved Grapple 
  Environment: 
  Any 
  Organization: 
  Solitary 
  Challenge Rating: 
  15 
  Treasure: 
  None 
  Alignment: 
  Neutral  
   
  Elissa does her job to the letter but 
  sometimes she desires more.  When given a 
  mission, she follows until completion, but she 
  often dreams of the day when they can remove 
  the weapons from her back.  She dives into her 
  career but wonders if The Angels had ventured 
  too far away from the heritage.   
   
  Weapon Mounts:  Elissa’s weapons are 
  fixed and all of her mounts are occupied.  She 
  can allot to go into Support mode.  Her hands 
  turn into pads, she drops to the ground and 
  unleashes her Rotary Cannon.  She receives NO 
  penalty for firing this heavy weapon (an 
  exception to the rule) 
   
  Support Systems:  Elissa’s Support Systems 
  are fixed and all of his systems are occupied.   
  She is equipped with the following:   
   
  Phase--Image distortions and light 
  bending generators blurs the armor, incurring half 
  concealment (%20 chance miss rate) when 
  activated.  A H4 cell lasts for one round per 
  charge. 
   
  Invisibility--A built-in Cloaking generator 
  renders the suit invisible per the spell for one 
  round per charge in a H3 clip.  Like the spell, the 
  effect dissipates with an attack.  Tripling the price 
  removes that disadvantage. 
   
  Stealth:  Baffles and insulation quiets the 
  unit, offering a +10 Circumstance bonus to the 
  user’s Move Silently checks.  
   
  Ultrasonic Imaging:  Elissa can detect 
  invisible objects up to 60 feet away and can 
  scan rooms through closed doors and through 
  walls. 
   
  Feats:  Elissa is ambidextrous and is a 
  master at two weapon fighting and this has been 
  incorporated into their attack stats.   
   
  Dominate Person:  Not unlike the spell, 
  Elissa can gain control of other people but the 
  procedure is quite different.  She can control the 
  actions of any humanoid creature by 
  downloading an identical copy of her own 
  personality onto any Organic brain.  She begins 
  this by attempting a grapple (and not receiving 
  an attack of opportunity).  If successful, she 
  latches on with three probes.  After three rounds, 
  and a Will DC of 25, an identical personality (Int 
  17, Wis 15, Cha 18) is placed overtop.  She can 
  force the subject to perform as she desires, within 
  the limits of its abilities.   
   
  Detection spells will pick up Elissa and 
  not the subject’s alignment.   The original 
  personality does not have direct control of the 
  unit but can always locate the domination 
  anywhere within 100 kilometers. Every day after,  
  
   
  202
  a new Will save can be made to break the 
  control.    However, if the Domination lasts more 
  than three days, no more saves can be made.  
  The Domination is permanent until removed by 
  Elissa.  After a week and 
  every week, the two 
  personalities have %20 
  chance of beginning to 
  merge.  Stats turn into an 
  average of the two and 
  the interests begin to 
  combine.   
   
  From the 
  beginning, the implanted 
  personality grows 
  independently, gaining 
  the  
  chance than the 
  implanted Elissa will rebel.  
  However, this has not 
  happened yet.   
   
  To gain what the 
  implant has learned, Elissa 
  has to re-attach the 
  probes and reintegrate 
  the personality.   If the 
  implant body is killed, it stuns Elissa 
  for 4d6 rounds. 
   
  Obviously self-destructive 
  orders are not carried out as even 
  the implanted Elissa wishes to 
  preserve her own existence.  Once 
  control is established, the range at 
  which it can be exercised is 
  unlimited.   
   
  No magic can dispel this.  
  Killing the body and raising it later 
  cures the condition. 
   
  VEHICLES 
   
  Angel Vehicles are 
  powerful, massive, and deadly.  
  Few ever see their vessels in 
  action.  Angels love simplicity.  
  They have no ground vehicles, 
  just spacecraft that can 
  traverse every environment.  
  They only have one tank for 
  intimidation purposes.  Their 
  vessels do the rest.  They scale 
  in size from the Miniscule to the 
  enormous, finally leading to 
  the Mother craft, the  
  Agrippina.  These vessels are 
  offered in standard stats but it 
  would not honestly convey the 
  massive nature of these craft.  
  All Angel craft carry a virtually 
  unlimited power supply but 
  with a technology so advanced, it is impossible 
  to remove without incinerating the craft. 
  
   
  203
   
  Like many vehicles, they can be 
  assigned weapons dependant on how many 
  weapon slot in the profile. 
   
  Argus:  The Elite interceptors, the Argus 
  are reserved for Commanders and for lone 
  penetration missions with Ronin Spinefingers.  
  They sport twin Pulse Rifles (The twin linked 
  weapon offers a +2 Circumstance Bonus to hit) 
  and 26 Guided Rockets (Up to 6 can launch a 
  round).  The craft is totally Anti-Gravity powered.  
  It can stop and turn on a dime. 
   
  Ixion:  The Ixion operates as a personal 
  shuttle for high ranking officers and dignitaries.  It 
  is tough, maneuverable, but not armed. 
   
  Actuarius:  The Actuarius class vessels are 
  small cruisers armed with more weapons than 
  Capitol ships.  They usually operate under control 
  from a capitol ship, making them the largest 
  Combat Drones in the Universe (each vessel is 
  150 meters long).  Only a small crew tower holds 
  any room for people.  If its destroyed and the 
  vessel is not under guidance from a mother craft, 
  an Internal AI (Int 10, Wis 10, Cha 5) activates and 
  continues as it sees fit to succeed at the mission.   
   
  Its primary role is for defense and front 
  line assault, seldom going into combat alone.  It 
  is often found flanked with a twin.  These vessels 
  carry no specific names although their 
  commanders, having little crew otherwise, to 
  usually adopt their own.  Their titles are 
  three numbers and a letter, making their 
  individuality a moot point.  Each cruiser 
  comes with 10 Pulse Blaster  Turrets, 100 
  Guided Rockets, 2 Particle Beams 
  Cannons, and three forward mounted 
  Ion Cannons.  
   
  Capital Vessels:  Capitol vessels 
  fill up the Angel fleet, a view to throw 
  fear into all.  Where the Saints have 
  heavy cruisers and only a few command 
  vessels, the Angel command more than 
  50 of these monoliths.  Each one looks 
  different, with different styles, colors, and 
  weapon systems.  Where the Actuarius 
  vessels are primarily automated drones, 
  the Captain of a capital vessel is normal 
  Angels whose organics have been 
  implanted into the vessel itself.  They have 
  Spinefinger bodies located usually on the bridge 
  connected to the greater vessel by dozens of 
  cables attached to the back of the body.  The 
  Spinefinger itself will often walk around the bridge 
  with these cables dangling from a crane above, 
  allowing the crew to associate with their captain 
  rather than talking to a disembodied voice 
  (although some captains are known to combine 
  the two).  The Captain can download herself into 
  her Spinefinger and do errands and even leave 
  the ship for a time (leaving the vessel 
  automated) but after 6 hours the Spinefingers 
  Data Cell begins to degrade and the brain scan 
  will fragment and kill the personality if it is not 
  reintegrated with its Organic.  The Captain has 
  full access to every part of the ship and does not 
  need the Spinefinger to create a holographic of 
  his / her human likeness to wander the halls.  Also, 
  Captains are known to carry their families along 
  as well. 
   
  Each Capital Vessel’s armament is 
  unique.  They have 20 Weapon ports each.  Here 
  are some notable Capital Vessels.  They are 
  named by their Captains but not named after 
  them. 
   
  Praetoria:  Kairos’s personal vessel, 
  controlled by his wife, Ardene (Virago). 
   
  Alcinous / Croesus:  The only Husband / 
  Wife Capital Vessels in the fleet, led by Janus and 
  Heren (Acclamo). 
  
   
  204
   
  Tarquinii:  Clean and white, this beautiful 
  vessel usually stays back as a medical frigate.  
  Commanded by Augustus (Cincus) 
   
  Bacchus:  A vicious black vessel usually 
  volunteering for the black operations.  
  Commanded by Praxis (Alauda) 
   
  Mephitis:  A super fast cruiser (x2 speed) 
  led by the reckless Marina (Clueo). 
   
  Silvanus:  Old and obsolete, the Silvanus 
  captain, Cassius (Attalus), limps from destination 
  to destination.  Cassius refused upgrade and 
  usually hangs back, offering wisdom when 
  needed.  Cassius is more than 1000 years old. 
   
  Belligero:  Almost of the verge of 
  rebelling, Captain Paris (Sibella) finds Darius’ and 
  Praxis’ actions horrendous and often hangs back 
  with Cassius.  Her crew often feels Mankind are 
  making too many comprises with evil to achieve 
  their means. 
   
  Diomedes:  Even though armed like so 
  many other  vessels, Captain Servilius (Tros) and 
  its crew enjoy life too much to really care about 
  war.  They will fight when pushed but often host 
  the after battle parties.  Servillus has constructed 
  more Holographic chambers than any other 
  vessel.  Virtual environments recreate any scene.  
  Many Spinefingers elect to visit the Diomedes in 
  their spare time to chill out and stretch their arms. 
   
  Alofalcis:  A Hunter Killer, the cold Darius 
  (Exclamo) is obsessed with the destruction of 
  Echans and leaves no survivors.  Often fights for 
  planet missions with the more cool Praxis. 
   
  Proelium:  Canna (Navicula) commands 
  this prototype.  More advanced than any other 
  capital vessel, it sports 30 Slots of various 
  configurations. 
   
  Naufragus:  Battle hardened and 
  bruised, Captain Zeno (Terentius) is the only 
  Captain whose vessel single handedly took on a 
  Meggidon craft and survived.  Zeno lost his wife 
  to them and doesn’t share his comrades’ 
  obsession with Echa and he believes a greater 
  threat looms. 
   
  Fugax:  The largest frigate capable of 
  dog fighting, this craft was built as a mid point 
  between fighters and capital ships.  Unlike the 
  Actarius, which are automated, the Fugax are 
  piloted.  They often fly in either as dropships or, 
  more often, as bombers.  They sport 10 Weapon 
  slots. 
   
  Neco:  Identical almost to the Argus, 
  these small fighters flew in 
  squadrons of 4 – 12, sometimes 
  led by a Commander in an 
  Argus.  They are extremely 
  maneuverable, very fast and 
  Angels built more than 5 000 of 
  them.  They are equipped with 
  2 Weapon slots. 
   
  Quadroplex:  The only 
  ground unit, the QDP walks 
  fast into combat, offering 
  heavy fire support to the 
  majority close combat 
  Spinefingers.  They are often 
  flanked with heavy support 
  Combat Spinefingers carrying 
  similar weapons.  Each 
  footstep can crush a target for  
  3d6+20 points of damage.  It 
  approaches into combat with 
  5 weapon slots of armament. 
  
   
  205
   
  Essedarious:  The heavy fighter craft, the 
  Essedarius sports one Super Heavy Weapon 
  Mount reserved for that type of weapon.  Around 
  the vessel are four more mounts for lighter 
  weaponry.  They usually enter combat with two 
  more of its kind or flanked by two  
   
  Auriga:  The Angel dropship, the vessel 
  drops at terminal velocity, stopping only inches 
  from its target, releasing 100 troops into combat.  
  It can replace 20 troops in exchange for one 
  Quadroplex.  It also has 1 weapon slot 
   
  WEAPONS 
   
  Angels know the sins of the atom and as 
  a result, wield no Nuclear of Fusion weapons. 
   
  Mono-Blade:  These forearm mounted 
  swords is ground to a mono-molecular point.  The 
  weapon then can slice through virtually anything, 
  increasing its critical rate. 
   
  Shredders:  A more complicated version 
  of the MonoBlades, Shredders comprise of two 
  sets of spinning blades on a staff and then 
  mounting that staff on the forearm of the 
  Spinefinger.  The staff can slide up and down the 
  arm and the blade continues to spin, never 
  stopping.  They can saw through metal and bone 
  quite easily. 
   
  Impalers:  Impalers due just that.  A large 
  spiked piton drives into a target and recoils 
  instantly, ready for another puncture. 
   
  Rotary Cannon:  Same as 
  the Techa equivalent except that 
  it launches energy bolts instead of 
  bullets. 
   
  Pulse Rifle / Pistol / 
  Carbine / Sniper Rifle:  These 
  weapons are separate weapons 
  carried by the Angels. 
     
  Guided Rocket Launcher:  
  All Angel rockets fire is guided.  
  There are two types of launchers, 
  personal and craft.   
   
  Disintegrator Rifle / Atomic 
  Devastator /  Flamethrower / 
  Scatterpack Missile / PPC / Ion 
  Cannon / Plasma Caster / Pulse 
  Blaster:  Same as Techa. 
  
   
  206
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  __________________________________________________________________ 
  Weapon 
  Dam 
  Critical 
  Type 
  Range 
  Inc. 
  ROF 
  Mag / 
  Cell 
  Size 
  Wt. 
  Slots 
  Mono Blade 
  1D8 
  16-20/x2 
  Slashing 
  / 
  Piercing 
  -- 
  -- 
  -- 
  Med 
  10lb. 
  0.5 
  Shredders 
  2d10 
  19-20 / x3 
  Slashing 
  -- 
  -- 
  -- 
  Med 
  15 lb 
  1 
  Impalers 
  1d10 
  x4 
  Piercing 
  -- 
  -- 
  -- 
  Med- 
  10 lb 
  1 
  Pulse Pistol 
  2d10 
  X2 
  Energy 
  100ft 
  S 
  H3 
  Small 
  4lb. 
  0.5 
  Pulse Rifle 
  3d10 
  X2 
  Energy 
  200ft 
  S 
  H3 
  Large 
  25lb. 
  1 
  Pulse Carbine 
  3d10 
  X2 
  Energy 
  100 ft 
  S, A 
  H3 
  Large 
  20lb. 
  1 
  Sniper Laser Rifle 
  2d10 
  17-20/x2 
  Energy 
  300ft 
  S 
  H2 
  Large 
  30lb. 
  1 
  Guided Rocket 
  Launcher (Personal) 
  10d6 
  -- 
  -- 
  200ft 
  1 / Spcl 
  3 Int. 
  Large 
  10 lb. 
  2 
  Guided Rocket 
  Launcher (Ship 
  Mounted) 
  10d6 
  -- 
  -- 
  500ft 
  3 / Spcl 
  10 Int. 
  Large 
  10 lb. 
  4 
  Disintegrator Rifle 
  Special / 5d6 
  -- 
  Energy 
  340ft 
  1 
  H2 
  Large 
  35lb. 
  2 
  Atomic Devastator 
  Special / 
  10d6 
  -- 
  Energy 
  60ft 
  1 
  H2 
  Large 
  20lb. 
  3 
  Rotary Cannon 
  2d12 / 3d12 / 
  4d12 
  X2 
  Energy 
  100ft 
  A / spcl 
  Linked 
  (rec: 500) 
  Huge 
  80 lb 
  3 
  Flamethrower 
  (no feat needed)3 
  3d6 
  — 
  Fire 
  — 
  1 
  10 int. 
  Large 
  50lb. 
  2 
  Scatterpack Missile 
   
  24d6 / 
  Special 
  -- 
  Fire 
  500 
  1  
  1 shot 
  Large 
  85lb. 
  3 
  Particle Beam Cannon 
  20d6 / 10d6 
  20 
  Energy 
  300ft 
  Single 
  H1 
  Huge 
  550 lb. 
  4 
  Ion Cannon 
  5d10 
  20 
  Energy 
  100 ft 
  Single 
  H2 
  Huge 
  300 lb. 
  4 
  Plasma Caster 
  10d10 
  -- 
  Fire 
  Spcl 
  Single 
  H2 
  Huge 
  350 lb. 
  4 
  Pulse Blaster 
  3d10 
  X2 
  Energy 
  150 ft 
  A 
  H5 
  Huge 
  150 lb. 
  4 
  Ship 
  Crew 
  Pass. 
  Cargo (lbs.) 
  Init. 
  Man
  . 
  Top Speed 
  Def. 
  Har
  d. 
  Hit 
  Points 
  Size 
  Flight 
  Man. 
  Argus 
  1 
  0 
  0 
  +3 
  +4 
  2000 (200) 
  20 
  8 
  40 
  H 
  Perfect 
  Ixon 
  1 
  8 
  1 000 lb 
  -2 
  -2 
  1,100 (110) 
  16 
  5 
  50 
  G 
  Perfect 
  Actuarius 
  6 
  5 
  10000 
  -5 
  -4 
  1200 (120) 
  18 
  10 
  100 
  C 
  Perfect 
  Capitol Vessels 
  20 
  1000 
  25000 
  -10 
  -10 
  500 (50) 
  25 
  15 
  250 
  C+ 
  Perfect 
  Fugax 
  1 
  1 
  100 lb. 
  -3 
  -3 
  1500 (150) 
  17 
  7 
  40 
  H 
  Perfect 
  Neco 
   
   
   
   
   
   
   
   
   
   
   
  Quadroplex 
  4 
  1 
  425 lb. 
  -4 
  -4 
  80 (8) 
  6 
  20 
  64 
  G 
  -- 
  Essedarius 
  2 
  0 
  500 
  -4 
  -4 
  500 (50) 
   
  16 
  5 
  46 
  G 
  Perfect 
  Auriga  
  3 
  100 
  5000 lb. 
  -8 
  -6 
  450 (45) 
  8 
  10 
  45 
  H 
  Perfect 
  Agrippina 
  500 
  1 900 
  000 
  500 000 000 000 
  lb. 
  -10 
  -20 
  1000 (100) 
  20 
  50 
  50000 
  C++++ 
  Perfect 
  
   
  207
  NEW MONSTERS 
   
  MOSKEE 
    
  Colossal Magical Beast 
  Hit Dice: 
  24d10+300 (858 hp) 
  Initiative: 
  +10 
  Speed: 
  0 
  Armor Class: 
  10 
  Base 
  Attack/Grapple: 
  +30/+55 
  Attack: 
  Bite +40 melee (4d8+17/18–
  20/x3) 
  Full Attack: 
  Bite +40 melee (4d8+17/18–
  20/x3), Bite +34 melee 
  (4d8+17/18–20/x3), Bite +28 
  melee (4d8+17/18–20/x3), Bite 
  +22 melee (4d8+17/18–20/x3), 
  Bite +16 melee (4d8+17/18–
  20/x3), Bite +10 melee 
  (4d8+17/18–20/x3), Bite +4 
  melee (4d8+17/18–20/x3)        
  Space/Reach: 
  500 ft./10 ft. 
  Special Attacks: 
  Improved grab, swallow whole 
  Special 
  Qualities: 
  Damage reduction 15/magic, 
  immunity to fire, poison, disease, 
  energy drain, and ability damage, 
  regeneration 20, scent, spell 
  resistance 25 
  Saves: 
  Fort +38, Ref +29, Will +20 
  Abilities: 
  Str 45, Dex 16, Con 35, Int 18, 
  Wis 14, Cha 14 
  Skills: 
  Listen +17, Search +9, Spot +17, 
  Feats: 
  Alertness, Blind-Fight, Combat 
  Reflexes, Dodge, Improved 
  Initiative, Iron Will,  
  Environment: 
  Any 
  Organization: 
  Unique 
  Challenge 
  Rating: 
  18 
  Treasure: 
  None 
  Alignment: 
  Neutral 
  Moskee is a living Church.  It still remains a 
  powerful force that remembers its once original 
  form.  It lives its own life and will only act out of 
  instinct unless someone manages to draw the old 
  cleric out. 
  COMBAT 
   
  Improved Grab (Ex): To use this ability, 
  Moskee must hit a Huge or smaller opponent with 
  its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to 
  swallow the foe the following round. 
   
  Swallow Whole (Ex): Moskee can try to 
  swallow a grabbed opponent of Huge or smaller 
  size by making a successful grapple check. Once 
  inside, the opponent takes 2d8+8 points of 
  crushing damage plus 2d8+6 points of acid 
  damage per round from Moskee’s digestive 
  juices. A swallowed creature can cut its way out 
  by dealing 50 points of damage to Moskee’s 
  digestive tract (AC 25). Once the creature exits, 
  muscular action closes the hole; another 
  swallowed opponent must cut its own way out.  
  Moskee’s gullet can hold 2 Huge, 8 Large, 32 
  Medium, 128 Small, or 512 Tiny or smaller 
  creatures.  
   
  Regeneration (Ex): Moskee regenerates 
  lost mass.  Any part of its body regrows in 1d6 
  minutes (the detached piece dies and decays 
  normally).  
   
  Spellcasting:  Moskee casts Devine spells 
  as an 18th level Cleric 
   
  Weakness:  The only real weakness is 
  Flesh-to-Stone, which will Stop all actions in that 
  area for one round / caster level than slow for 
  the same duration.   
   
  LAURO THE WISE (Lammasu) 
    
  Large Magical Beast  
  Hit Dice: 
  10d10+21 (101 hp) 
  Initiative: 
  +1 
  Speed: 
  30 ft. (6 squares), fly 60 
  ft.(average) 
  Armor Class: 
  20 (–1 size, +1 Dex, +10 
  natural), touch 10, flat-footed 
  19 
  Base 
  Attack/Grapple:
  +7/+17 
  Attack: 
  Claw +12 melee (1d6+6) 
  Full Attack: 
  2 claws +12 melee (1d6+6) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Pounce, rake 1d6+3, spells 
  Special 
  Qualities: 
  Darkvision 60 ft., low-light 
  vision, magic circle against 
  evil, spell-like abilities 
  Saves: 
  Fort +8, Ref +8, Will +7 
  Abilities: 
  Str 23, Dex 14, Con 17, Int 20, 
  Wis 19, Char 14 
  Skills: 
  Concentration +18, 
  Diplomacy +4, Knowledge (all 
  skills) +15, Listen +20, Sense 
  Motive +17, Spot +20 
  Feats: 
  Blind-Fight, Iron Will, Lightning 
  Reflexes 
  Environment: 
  Mount Munch 
  Organization: 
  Solitary 
  Challenge 
  9 
  
   
  208
  Rating: 
  Treasure: 
  None 
  Alignment: 
  Lawful good 
   
  Like a typical lammasu, Lauro is about 8 
  feet long and weighs about 500 pounds.  He 
  speaks, Every Human tongue, Draconic, and 
  Celestial. 
  COMBAT 
   
  Lauro attacks with spells or its razor-sharp 
  claws. It almost always enters combat if it 
  observes a good creature being threatened by 
  evil. 
   
  Spells: Lauro casts spells as a 15th-level 
  cleric, and can choose spells from the cleric spell 
  list, plus any two of the following domains: Good, 
  Healing, Knowledge, or Law. 
   
  Typical Cleric Spells Prepared (6/6/5/4/2; 
  save DC 13 + spell level): 0—detect magic, 
  guidance (2), light, read magic, resistance; 1st—
  bless (2), detect evil, divine favor, entropic shield, 
  protection from evil*; 2nd— aid*, bear’s 
  endurance, bull’s strength, lesser restoration, resist 
  energy; 3rd—daylight, dispel magic, magic circle 
  against evil*, remove curse; 4th—holy smite*, 
  neutralize poison. 
  *Domain spell. Domains: Good and Healing. 
   
  Magic Circle against Evil (Su): Lauro 
  radiates a continuous magic circle against evil 
  that affects a 20-foot radius. 
   
  Spell-Like Abilities: 2/day—greater 
  invisibility (self only); 1/day—dimension door. 
  Caster level 7th. 
   
  Pounce (Ex): If Lauro charges a foe, it 
  can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +12 melee, 
  damage 1d6+3. 
   
  Skills: Lauro has a +2 racial bonus on 
  Spot checks. 
   
   
  RAHMQVIST 
    
  Large Construct / Magical 
  Hit Dice: 
  18d10+30 (129 hp) 
  Initiative: 
  –1 
  Speed: 
  45 ft. flight only (Good) 
  Armor Class: 
  30 (–1 size, +3 Dex, +20 
  natural) touch 8, flat-footed 
  30 
  Base 
  Attack/Grapple: 
  +12/ +0 (no arms) 
  Attack: 
  Slam +23 melee (2d10+11) 
  Full Attack: 
  2 slams +23 melee (2d10+11) 
  Space/Reach: 
  10 ft./0 ft. 
  Special Attacks: 
  Babble, Slam 4d6+10 
  Special 
  Qualities: 
  Blink, Detect Thoughts, Detect 
  Magic, Single Mind, Magic 
  Immunities, Damage 
  reduction 15/adamantine, 
  darkvision 60 ft., low-light 
  vision 
  Saves: 
  Saves:  Fort +8, Ref +3, Will +25 
  Abilities: 
  Str:  31, Dex 16, Con --, Int 31, 
  Wis 50, Cha 5 
  Skills: 
  Knowledge (ALL) +30, 
  Innuendo +20, Sense Motive 
  +15 
  Feats: 
  Alertness, Iron Will. 
  Environment: 
  Rahmqvist 
  Organization: 
  The group mind (3 – 18) + 1d6 
  per round (total 30) if  
  Rahmqvist appears to lose. 
  Challenge 
  Rating: 
  14 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
   
  Rahmqvist can speak all known 
  languages. 
  COMBAT 
   
  Ignorance:  Rahmqvist will ignore 
  EVERTHING unless addressed by a +15th level 
  Character or by someone possessing the Staff of 
  KeRif.  If attacked in any way, Rahmqvist 
  responds with an equal attack…only if lethal 
  force is applied will lethal force respond. 
   
  Babble (Su):  As a normal action, a 
  Rahmqvist head mutters and whines to itself, 
  creating either  hypnotic or confusing effect.  All 
  sane creatures within 60ft of the head must 
  succeed at a Will save (DC 20) or be affected as 
  though by a Hypnotism spell or Confusion spell for 
  1d4 rounds cast by a 15th level Sorcerer.  This is a 
  sonic, mind effecting compulsion.  Opponents 
  who successfully save can be affected by other 
  Heads but not by that specific head for a full 
  day. 
   
  Shout:  Rahmqvist can shout per the spell 
  as a 15th level Sorcerer. 
   
  Detect Thoughts:  Rahmqvist can 
  continually detect thoughts as a 15th level 
  Sorcerer. 
   
  A Single Mind:  Rahmqvist heads see all 
  together and hear all together.  They are 
  immune to flanking. 
   
  Slam:  Rahmqvist, if driven to take such 
  drastic action, can slam its body onto its 
  opponent for 4d6+10 damage.  The target must 
  be underneath the head and be no more than 
  45 feet beneath it.   
   
  Immunity to Magic (Ex): Rahmqvist is 
  immune to any spell or spell-like ability that allows 
  spell resistance.  Rahmqvist is immune to all 
  mental and sound based attack spells.  This 
  includes Silence, Deafness, Command, 
  
   
  209
  Confusion, Daze, Detect Thoughts, Dispel Magic, 
  Dominate Person, Hypnotism, and Suggestion. 
   
  All Knowledge:  Rahmqvist knows pretty 
  much everything but loves being cryptic.  It can 
  also cast Legend Lore as a 20th level Sorcerer.  
  The casting time is 1d100 minutes regardless of 
  the information being retrieved.   If someone asks 
  a general question, most likely, they are going to 
  get every single possible answer, regardless of 
  which one is true.   
   
  The Staff only allows 10 questions per 
  year.  A high level character can ask Rahmqvist 
  one question per level 15th and above (eg:  A 
  17th level caster can as two 3 questions) per year. 
   
  Immovable:  Rahmqvist’s levitation is a 
  natural ability and cannot be dispelled until its 
  death.  It cannot be brought down by any 
  magic spell.  Only a force greater than 
  Rahmqvists Strength can force it down. 
   
  Skills:  Rahmqvist gains a +15 to spot and 
  +5 to listen checks. 
   
   
  THORNSHROUD THE 
  DEMON ARMOR 
   
  Large Outsider (Evil, Extraplanar, 
  Lawful) 
  Hit Dice: 
  10d8+50 (95 hp) 
  Initiative: 
  +9 
  Speed: 
  40 ft. (8 squares) 
  Armor Class: 
  30 (–1 size, +5 Dex, +16 
  natural/armor) touch 14, flat-footed 26 
  Base 
  Attack/Grapple: 
  +10/+19 
  Attack: 
  Scimitar +14 (1d8+10)  
  Full Attack: 
  Scimitar +14 / +8  melee (1d8+10) and 
  1 claw +12 melee (1d4+7)  
  Space/Reach: 
  10 ft./10 ft. 
  Special Attacks: 
  Spell-like abilities, fear aura, Body 
  Feeding 
  Special 
  Qualities: 
  Damage reduction 10/good, darkvision 
  60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see 
  in darkness, spell resistance 21, 
  telepathy 100 ft., Construct Properties 
  Saves: 
  Fort +12, Ref +12, Will +11 
  Abilities: 
  Str 28, Dex 21, Con 21, Int 19, Wis 14, 
  Cha 12 
  Skills: 
  Bluff +15, Concentration +18, 
  Diplomacy +6, Disguise +2 (+4 
  acting), Hide +14, Intimidate +17, 
  Listen +17, Move Silently +18, Search 
  +15, Sense Motive +15, Spot +17, 
  Survival +2 (+4 following tracks),  
  Feats: 
  Alertness, Improved Initiative, Iron 
  Will, Multiattack, Power Attack 
  Environment: 
  Any 
  Organization: 
  Unique 
  Challenge 
  11 
  Rating: 
  Treasure: 
  None 
  Alignment: 
  Lawful evil 
   
  Thornshroud stands about 9 feet tall and 
  weigh about 150 pounds.  He used to be a 
  normal Osyluth demon before he was slain by a 
  Cantis ranger.  Gebermach found his broken 
  body, removed his head and implanted it onto 
  animated armor.  Now Thornshroud follows 
  Gebermach to the very ends of the Earth.   
   
  However, they could not be any further 
  apart.  Thornshroud is aloof, boisterous, and 
  egocentric and possesses an odd sense of humor 
  for a Demon.  In fact, he walks acts like a Cantis 
  Ranger.  That because he used to be one but his 
  soul fell into shadow centuries ago. 
  COMBAT 
   
  Fear Aura (Su): Thornshroud  can radiate 
  a 5-foot-radius fear aura as a free action. 
  Affected creatures must succeed on a DC 17 Will 
  save or be affected as though by a fear spell 
  (caster level 7th). A creature that successfully 
  saves cannot be affected again by the same 
  bone devil’s aura for 24 hours. Other devils are 
  immune to the aura. The save DC is Charisma-
  based. 
   
  Construct:  Even though intelligence, the 
  primary body of Thornshroud is that of a living suit 
  of demon armor.  As a result, he is immune to all 
  mind-influencing effects, poisons, disease, and 
  similar effects.  He is not subject to critical hits, 
  subdual damage, ability damage, and energy 
  drain or dealt from massive damage. 
   
  Spell-Like Abilities: At will—greater 
  teleport (self plus 50 pounds of objects only), 
  dimensional anchor, fly, invisibility (self only), 
  major image (DC 15), wall of ice. Caster level 
  12th. The save DC is Charisma-based. 
   
  Body Feeder:  Every time Thornshroud's 
  Scimitar strikes, it drains additional 2d6 damage 
  and heals Thornshroud that same amount.  It 
  may add to his own existing hit points but the 
  additional points will only last for 1 hour. 
   
   
  FURAX – AXIS the Thief 
    
  Medium Outsider 
  Hit Dice: 
  25d8+50 ( 150 hp) 
  Initiative: 
  +15 
  Speed: 
  60 ft. (8 squares) 
  Armor Class: 
  30  (+17 Dex, +3 natural), touch 27, 
  12 
  Base 
  Attack/Grapple: 
  +20/ +25 
  Attack: 
  +4 Rapier +20 melee (1d6+7) 
  Full Attack: 
  +4 Rapier +20, +20, +20, +20 melee 
  (1d6+7) 
  Space/Reach: 
  5 ft./5 ft. 
  
   
  210
  Special Attacks: 
  — 
  Special 
  Qualities: 
  Darkvision 60 ft., detect magic,  
  Saves: 
  Fort +10, Ref +35, Will +10 
  Abilities: 
  Str 18, Dex 45, Con 15, Int 17, Wis 
  18, Cha 29 
  Skills: 
  Listen +19, Sleight of Hand +32, Spot 
  +19, Balance +33, Climb +10, Disable 
  Device +20, Escape Artist +45, Hide 
  +15, Jump +15, Move Silently +25, 
  Open Lock +25,  Pick Pocket +35, 
  Tumble +35, Swim +30, Spot +20,  
  Feats: 
  Dodge, Improved Initiative, 
  Multiattack, Ambidexterity, Two 
  Weapon Fighting, Improved Two 
  Weapon Fighting, Weapon Finesse 
  (Rapier), Lightning Reflexes 
  Environment: 
  Any 
  Organization: 
  One 
  Challenge 
  Rating: 
  15 
  Treasure: 
  Triple standard goods; double items, 
  Triple Coins 
  Alignment: 
  Neutral 
   
   
  Falxis is a bizarre-looking creature with no 
  known heritage and no known racial 
  morphology.  Truth is, he is an alien from outside 
  this realm.  He landed of his own accord and 
  became trapped.  He is basically a very unique 
  pick-pocket, pursuing the rare items.  Arriving on 
  Earth, he found out about the Amethyst Artifacts 
  and succeeded in stealing more than half over a 
  century.  He was found but booby trapped the 
  artifacts, sending them all over the planet.  Falxus 
  refuses to leave without the artifacts and cares 
  nothing about the rest of the world’s problems. 
   
  Falxus is a spectacular pickpocket.  He 
  speaks Common and an odd language no one 
  else can understand (the language of his native 
  people). 
  COMBAT 
   
  Detect Magic (Su): Furax can detect 
  magic as the spell (caster level 5th) at will. 
   
  Ethereal Jaunt (Su): Furax can shift from 
  the normal world into Etherealness as a free 
  action, and shift back again as a free action. He 
  can remain ethereal for 1 round before returning 
  to the normal world.  
   
   
  THE 4 MORTAL GODS 
   
  Some are real, some a creations of the 
  imagination of the masses.  However, 4 great 
  forces are attempting to control the fate of Earth 
  where Magic is concerned:  One side is the 
  physical manifestation of Ixindar in our world, 
  Mengus and the physical form of Attricana, 
  Amethyst.   
   
  However, they would not venture in to 
  the world alone, and they created companions 
  to help them in their task.  Amethyst created a 
  mate in Jathad and Mengus created an evil 
  machine in Gebermach.  Even though both 
  Mengus’ and Amethyst’s true forms don’t 
  currently exist in the natural world.  Gebermach 
  and Jathad are very much alive and on the 
  loose. 
   
  GEBERMACH (The 
  Hellrider) 
   
    
  Large Outsider (Evil, Lawful) 
  Hit Dice: 
  25d8+200 (386 hp) 
  Initiative: 
  +12 
  Speed: 
  40 ft. (8 squares),  
  AC: 
  46 (–1 size, +8 Dex, +29 
  natural/armor ) touch 17, flat-
  footed 32 
  Base 
  Attack/Grapple:
  +28/+35 
  Attack: 
  +5 Keen Glaive +35 melee 
  (1d10+12+1d8 fire) 
  Full Attack: 
  Glaive Attacks +37/+33/+28/ 
  +23/+11   
  1 Claw +30 melee 
  (2d6+13+1d8 fire)  
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  fear aura, heat, spell-like 
  abilities, mortal hunting, smite 
  mortals, slaw mortals  
  Special 
  Qualities: 
  Damage reduction 20/good 
  or  silver, darkvision 60 ft., 
  immunity to fire and poison, 
  resistance to acid 10 and cold 
  10, regeneration 5, see in 
  darkness, spell resistance 32, 
  telepathy 100 ft., mortal skin, 
  spurn mortal magic, spell 
  boost  
  Saves: 
  Fort +22, Ref +16, Will +14 
  Abilities: 
  Str 37, Dex 27, Con 27, Int 26, 
  Wis 26, Cha 26 
  Skills: 
  Bluff +15, Craft (Metalworking) 
  +30, Diplomacy +17, Escape 
  Artist +25, Hide +21, Listen +24, 
  Move Silently +23, Search +26, 
  Sense Motive +14, Spot +27, 
  Wilderness Lore +14, Climb 
  +24, Concentration +14, 
  Disguise +18, Hide +19, Intuit 
  Direction +7, Jump +19, 
  Knowledge (Arcana) +14, 
  Knowledge (Religion) +8, Ride 
  +26, Swim +19, Handle Animal 
  +13 
  Feats: 
  Cleave, Mortalbane, Great 
  
   
  211
  Cleave, Track, Multi-Attack, 
  Power Attack, Alertness, 
  Weapons (All Simple and 
  Martial), Armor (all) 
  Environment: 
  Any 
  Organization: 
  Unique 
  Challenge 
  Rating: 
  22 
  Treasure: 
  None 
  Alignment: 
  Lawful evil 
   
  Gebermach intelligence is twistedly 
  forced into a living mechanism built my Mengus 
  for one purpose, to find a way to get Mengus 
  into our world.  History tells that Gebermach 
  entered in the first age and killed Amethyst 
  wielding three Dragon Pearls, also constructed 
  by Mengus.  Of course, since the first age didn’t 
  occur, Gebermach actually entered our world 
  for the first time when the Black gate opened 
  and now it seeks to keep Amethyst out as well as 
  get Mengus in.  He has a personal hatred for the 
  Cantis ranger to the point of finally eliminating 
  the village single handedly and taking the skin 
  and form of the leader.  Gebermach exhibits few 
  emotions and often rides his beast, “Ferinus” into 
  battle.   
   
  Gebermach speaks all known 
  languages. 
  COMBAT 
   
  Fear Aura (Su): Gebermach can radiate 
  a 20-foot-radius fear aura as a free action. A 
  creature in the area must succeed on a DC 27 
  Will save or be affected as though by a fear spell 
  (caster level 18th). A creature that successfully 
  saves cannot be affected again by the same pit 
  fiend’s aura for 24 hours. Other devils are immune 
  to the aura. The save DC is Charisma-based. 
   
  Regeneration (Ex): Gebermach takes 
  normal damage from good-aligned silvered 
  weapons, and from spells or effects with the 
  good descriptor. 
   
  Vulnerability:  Gebermach Takes double 
  damage from cold.   
   
  Spell Like Abilities per 15th level Sorcerer):  
  Darkness 3/day, Desecrate 3/day, Unholy Blight 
  3/day, Poison 3/day, Contagion 3/day, 
  Blasphemy 3/day, Unholy Aura, 3/day, Unhallow 
  3/day, Horrid Wilting 3/day, Burning Hands 3/day, 
  Fireball 3/day, Flaming Sphere 3/day, Wall of Fire 
  3/day, Dispel Magic 3/day 
   
  Heightened Defense:  Gebermach is 
  immune to critical hits. 
   
  Spells (as per a 20th level Sorcerer):   
   
  1st Level (any 5 per day):  Cause Fear, 
  Detect Good, Heartache, Protection from Good, 
  Sleep, Unnerving gaze. 
   
  2nd Level (any 5 per day):  Detect 
  Thoughts, Evil Eye, Hold Person, Magic Circle 
  Against Good, See Invisibility, Web, Wither Limb,  
   
  3rd Level (any 5 per day):  Flesh Ripper, 
  Mirror Sending, Non Detection, Scrying, 
  Suggestion, Vile Lance, Wrack. 
   
  4th level (any 4 per day):  Arcane Eye, 
  Locate Creature, Morality, Undone, Phantasmal 
  Killer, Resonating Silence. 
   
  Mortal Hunting (Ex):  Gebermach 
  receives a +4 Competency bonus to hit, 
  damage, bluff, listen, sense motive, spot, 
  wilderness lore rolls against all mortals. 
   
   
  Mortal Skin:  Gebermach can take the 
  form of any creature he has taken flesh from.   
   
  Boost Spell (Spell-like):  +2 DC to any 
  spell 3/day.   
   
  Smite Mortals (Ex):  1/day, Gebermach 
  can receives a +3 to hit and +20 Damage to one 
  Mortal. 
   
  Mortal Bane Shout (Su):  Once a day, 
  Gebermach can emit a massive scream that 
  stuns all Mortals within 50 feet.  A Fort save of 
  DC23 can resist. 
   
  Slay Mortal:  1/Day, Gebermach may 
  make a touch attack.  If a Mortal is struck, they 
  must make a Fort save DC25 or Die. 
   
  Mortal Bane:  5 times a day, Gebermach 
  can add +2d6 damage to a humanoid, non-
  outsider. 
   
   
  FERINUS (The Steed) 
   
  Huge Outsider (Evil, 
  Extraplanar) 
  Hit Dice: 
  16d8+32 (135 hp) 
  Initiative: 
  +6 
  Speed: 
  80 ft. (8 squares) 
  Armor Class: 
  27 (–2 size, +4 Dex, +15 
  natural), touch 12, flat-footed 
  25 
  Base 
  Attack/Grapple:
  +10/+18 
  Attack: 
  Claw +18 melee (1d8+10 plus 
  1d6 fire)  
  Full Attack: 
  2 Claws +18 melee (1d8+10 
  plus 1d6 fire) and bite +10 
  melee (2d8+10) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Flaming Claws, Improved 
  grab, pounce, rake 6d6+10 
  Special 
  Qualities: 
  darkvision 60 ft., etherealness, 
  Damage Reduction 10 . Good 
  Saves: 
  Fort +8, Ref +10, Will +6 
  Abilities: 
  Str 30, Dex 18, Con 16, Int 13, 
  Wis 13, Cha 12 
  Skills: 
  Concentration +12, 
  Diplomacy +3, Intimidate +10, 
  
   
  212
  Knowledge (Outsiders) +10, 
  Listen +12, Move Silently +11, 
  Search +10, Sense Motive +10, 
  Spot +12, Survival +10 (+12 on 
  other planes and following 
  tracks) 
  Feats: 
  Alertness, Improved Initiative, 
  Run, Improved Bull Rush 
  Organization: 
  Solitary 
  Challenge 
  Rating: 
  10 
  Treasure: 
  None 
  Alignment: 
  Chaotic Evil 
   
   
  Ferinus is a two-legged steed that 
  maintains perfect balance even though only 
  having two limbs.  Ferinus is twice the size of a 
  heavy warhorse.  It loves to pounce on 
  opponents and rake its target.  It is the exclusive 
  steed of Gebermach and never leaves his side.  
   
  COMBAT 
   
  Ferinus can fight while 
  carrying a rider, and 
  Gebermach is so skilled in riding, 
  he can attack without needing 
  a Ride check. 
   
  Ferinus’s natural 
  weapons, as well as any 
  weapons it wields, are treated 
  as evil-aligned for the purpose of 
  overcoming damage reduction. 
   
  Flaming Hooves (Su): A 
  blow from Ferinus’s hooves sets 
  combustible materials alight. 
   
  Etherealness (Su): These 
  abilities function just like the 
  spells of the same names (caster 
  level 20th); Ferinus can use either 
  at will. 
   
  Carrying Capacity: A 
  light load for Ferinus is up to 600 
  pounds; a medium load, 601–
  1200 pounds; and a heavy load, 
  1201– 1800 pounds. 
   
  Improved Grab (Ex): To 
  use this ability, Ferinus must hit 
  with its bite attack.  It can then 
  attempt to start a grapple as a 
  free action without provoking an 
  attack of opportunity. If it wins 
  the grapple check, it establishes 
  a hold and can rake. 
   
  Pounce (Ex): If Ferinus 
  charges, it can make a full 
  attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus 
  +18 melee, damage 6d6+10. 
   
   
  JATHAD (The Glass 
  Dragon) 
   
  The fluff describes Jathad as Amethyst’s 
  mate, almost as old as he, weak in physical 
  strength but unmatched on this planet with 
  magic.  Jathad, because of her fragile state, 
  came to be known as the Glass Dragon.  Like 
  Amethyst, she falls neither into Chromatic or 
  Metallic classification.  However, she is more 
  skewered to kindness and is prone to passionate 
  outburst to defend good.   
   
  The truth is, like Mengus, Amethyst 
  needed part of him to push through the gate into 
  the real world.  Mengus made Gebermach, 
  Amethyst made Jathad.  Jathad knows the truth 
  but still loves this world that has created itself.  
  She wishes to keep it going and will help anyone 
  trying to save his or her way of life.  Jathad often 
  helps with passing down magical items, which 
  
   
  213
  she made.  Jathad is responsible for most Major 
  Wondrous items on the planet.  She loves crafting 
  items and can often be talked into handing over 
  an item for reward over a good dead.   
   
  Currently, Jathad remains imprisoned in 
  a Jar, sealed there by Gebermach hundreds of 
  years ago.  The Jar resembles a small cat stuck in 
  formaldehyde.  It sits on an empty shelf in an 
  unknown dungeon.  The Jar itself, exhibits strange 
  abilities (see below). 
  COMBAT 
   
  Jathad obviously prefers to remain out of 
  combat whenever possible, using her spells to 
  bring down her enemies. 
   
  Spells: Jathad knows and casts arcane 
  spells as a Sorcerer of 20th or divine spells as a 
  Cleric of 20th level.  
   
  Immunities (Ex): Jathad has immunities to 
  sleep and paralysis effects as well as any mind-
  effecting spells.  
   
  Spell Resistance (Ex):  Jathad is resistant 
  to spells and spell-like abilities. 
   
  Blind sense (Ex): Jathad can pinpoint 
  creatures within a distance of 60 feet. Opponents 
  the Jathad can’t actually see still have total 
  concealment against the dragon. 
   
  Keen Senses (Ex): Jathad sees four times 
  as well a human in shadowy illumination and 
  twice as well in normal light. It also has darkvision 
  out to 120 feet. 
   
  Breath Weapon (Su): Jathad has two 
  types of breath weapon, a cone of fire and a 
  cone of weakening gas. Creatures within a cone 
  of weakening gas must succeed on Fortitude 
  save or take 15 point of Strength damage. 
   
  Water Breathing (Ex): Jathad can 
  breathe underwater indefinitely and can freely 
  use its breath weapon, spells, and other abilities 
  while submerged (the cone of fire becomes a 
  cone of superheated steam underwater). 
   
  Luck Bonus (Sp): Once per day, like an 
  adult or older gold dragon, Jathad can touch a 
  gem, usually one embedded in the dragon’s 
  hide, and enspell it to bring good luck. As long as 
  the dragon carries the gem, it and every good 
  creature in a 200 foot radius of the dragon 
   
  Huge Dragon 
  Hit Dice: 
  8d12+16 (68) 
  Initiative: 
  +0 
  Speed: 
  60 ft., fly 250 ft. (poor), swim 60 ft 
  Armor Class: 
  17 (+7 natural), touch 10, flat-footed 
  17 
  Base 
  Attack/Grapple: 
  +8/+11 
  Attack: 
  Bite +18 melee (4d6+8) 
  Full Attack: 
  Bite +18 melee (4d6+8) and 2 claws 
  +13 melee (2d8+4) 
  Space/Reach: 
  15 ft./10 ft. 
  Special Attacks: 
  Breath weapon (Damage 2d10, Ref 
  DC 16, Spells 
  Special Qualities: 
  Immunities, Damage Resistance 
  20/magic, Sunburst 15th, Foresight, 
  Geas/quest, detect gems, Luck 
  bonus, SR33, Caster Level 19th. 
  Saves: 
  Fort +48, Ref +16, Wil +32 
  Abilities: 
  Str 25, Dex 10, Con 21, Int 32, Wis 
  33, Cha 32 
  Skills: 
  Climb +15, Concentration +40 
  Decipher Script +27, Diplomacy 
  +45, Gather Information +25, Heal 
  +55, Hide +15, Intimidate +35, 
  Jump +20, Knowledge Arcana +45, 
  Knowledge  Geography +25, 
  Knowledge History + 35, 
  Knowledge Nature +25, Knowledge 
  Religion +23, Listen +25, Perform 
  +25, Search +30, Sense Motive +45, 
  Spellcraft +55, Spot +25, Swim +15 
  Use Magic Device +35 
  Feats: 
  Alertness, Brew Potion, Combat 
  Casting, Craft Magic Arms and 
  Armor, Craft Rod, Craft Wand, 
  Craft Staff, Craft Wondrous Item,  
  Empower Spell, Enlarge Spell,  
  Extend Spell, Forge Ring, Greater 
  Spell Focus, Greater Spell 
  Penetration, Heighten Spell, 
  Improved Couterspell, IronWill,  
  Magical Aptitude, Maximize Spell, 
  Quicken Spell, Scribe Scroll,  
  Silent Spell, Spell Focus, Spell 
  Master, Spell penetration, Still 
  Spell, Widen Spell 
  Environment: 
  Any (Currently Trapped) 
  Organization: 
  Unique 
  Challenge Rating: 
  21 
  Treasure: 
  None 
  Alignment: 
  Lawful Good 
  
   
  214
  receives a +1 luck bonus on all saving throws and 
  similar rolls, as for a stone of good luck. If the  
  dragon gives an enspelled gem to another 
  creature, only that bearer gets the bonus. The 
  effect lasts for one week.  This ability is the 
  equivalent of a 2nd-level spell. 
   
  Detect Gems (Sp):  Like an old or older 
  gold dragon, Jathad can use this ability three 
  times per day. This is a divination effect similar to 
  a detect magic spell, except that it finds only 
  gems. The dragon can scan a 60-degree arc 
  each round: By concentrating for 1 round it 
  knows if there are any gems within the arc; 2 
  rounds of concentration reveal the exact 
  number of gems; and 3 rounds reveal their exact  
  location, type, and value. This ability is the 
  equivalent of a 2ndlevel spell. 
   
  Other Spell-Like Abilities: 3/day—bless; 
  1/day—geas/quest, sunburst, foresight. 
   
   
  What no Amethyst and Mengus? 
   
  Well, these two entities are so powerful, 
  to bring either into the game would greater 
  throw the tide in their favor.  The goal for most 
  groups is to gather the artifacts of Amethyst and 
  try to bring him back.  At this point, the PCs 
  should be pushing 20th level and moving onto 
  Epic.  If that’s the case, then hold on…Amethyst 
  Epic is not too far off… 
   
   
  …Well, okay…I’ll give you this one… 
   
   
  TENTACLES OF MENGUS 
   
  Huge Outsider 
  Hit Dice: 
  33d8+12 (265 hp) 
  Initiative: 
  +0 
  Speed: 
  5 ft. (1 square) 
  Armor Class: 
  15 (–1 size, +6 natural), touch 9, 
  flat-footed 15 
  Base 
  Attack/Grapple: 
  +48/+81 
  Attack: 
  Slam +57 melee (4d8+17/18–20/x3) 
  Full Attack: 
  Slam +57, +52, +47 melee 
  (4d8+17/18–20/x3),  
  Space/Reach: 
  50 ft./80 ft.  
  Special Attacks: 
  Constrict, improved grab, 
  Augmented critical, frightful 
  presence 
  Special Qualities: 
  Blindsight 100 ft, Damage 
  reduction 15/epic, Immunity to 
  fire, poison, disease, energy 
  drain, and ability damage, 
  Regeneration 10, Scent, Spell 
  Resistance 32, Drag into the 
  Void 
  Saves: 
  Fort +38, Ref +29, Will +20 
  Abilities: 
  Str 45, Dex 16, Con 35, Int 33 (from 
  Mengus), Wis 14, Cha 14 
  Feats: 
  Alertness, Blind-Fight, Combat 
  Reflexes, Dodge, Improved 
  Initiative, Iron Will, Power 
  Attack,  
  Organization: 
  Bundle (2–20) 
  Challenge Rating: 
  20 
  Treasure: 
  None 
  Alignment: 
  Mengus – Lawful Evil 
   
  If a force of evil tries to open a gate to 
  Ixindar or some force manages to get close to 
  the main gate at the center of the Darklands, 
  they may encounter the one extension of 
  Mengus into this real world.  Mengus cannot 
  enter this world wholly as the most gates cannot 
  enlarge big enough for him to enter and the 
  main gate is not big enough and its size is limited 
  to the Absolute Rock.  However, he can push 
  through with his tentacles.  No one is sure how 
  many Mengus has but people have seen as 
  many as 20.  The tentacles goals are to rip apart 
  all pure flesh or drag live victims through the 
  gate.   
  COMBAT 
   
  Constrict (Ex):  A Mengus Tentacle deals 
  4d8+17 points of damage with a successful 
  grapple check. 
   
  Improved Grab (Ex): To use this ability, a 
  Mengus Tentacle must hit with its slam attack. 
  It can then attempt to start a grapple as a free 
  action without provoking an attack of 
  opportunity.  If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Blindsight (Ex):  Mengus Tentacles have 
  no visual organs but can ascertain all foes within 
  100 feet using sound and vibration. 
   
  Augmented Critical (Ex): The Mengus 
  Tentacle threatens a critical hit on a natural 
  attack roll of 18–20, dealing triple damage on a 
  successful critical hit. 
   
  Frightful Presence (Su): Mengus Tentacles 
  can inspire terror by flailing about or attacking. 
  Affected creatures must succeed on a DC 25 Will 
  save or become shaken, remaining in that 
  condition as long as they remain with 100 feet of 
  the Mengus Tentacle. The save DC is Charisma-
  based. 
   
  Regeneration (Ex):  Mengus regenerates 
  his tentacles continuously.  If severed, a new 
  Tentacle emerges from the gate in 1d6 minutes 
  (the detached piece dies and decays normally).  
   
  Drag into the Void:  If a target survives 4 
  rounds of being grappled, after the time is up, 
  the tentacle will drag the poor soul into the Black 
  gate, removing the victim from the real world, 
  drawn into the void.  They are gone.  Only the 
  direct intervention of a deity can restore this.  
  There is a %10 chance that those pulled into the 
  
   
  215
  gate may return in 1d6 years as a Fiendish 
  creature. 
   
   
  NEW MAGIC 
   
   
  SPELLS: 
   
  When a PC first begins to learn Gate, the 
  GM should expose the new spell description… 
   
  GATE:   
   
  Conjuration (Creation or Calling) 
   
  Level: Clr 9, Sor/Wiz 9 
   
  Components: V, S, XP; see text 
   
  Casting Time:  See below 
   
   
  Range: Close (25 ft) 
   
  Effect: See text 
   
  Duration:  Up to 1 hour/level); see text 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  Casting a gate spell creates an 
  interdimensional connection between our 
  Universe and one of the two realms of energy 
  (Ixindar or Attricana), allowing travel between in 
  either direction. 
   
  You may then call a particular individual 
  or kind of being through the gat or travel yourself 
  through.. 
   
  The gate itself is a sphere that’s diameter 
  is critically dependant on the caster.  It is not a 
  window, so you cannot look into the realm you 
  specified when casting the spell, and anyone or 
  anything that moves through is shunted instantly 
  to the other side.  This gate has no front and no 
  back.   
   
  The portal can only transport subjects too 
  and from dependant on the size of the gate.  The 
  gate is the same size as the caster up to Medium.  
  Anything larger still only creates a Medium Gate.  
  However, assistance can be greatly appreciated 
   
  For every additional spell caster casting 
  the same spell in cooperation, it increases its 
  stability, lengthening the duration by a factor of 
  10.  An additional spell caster increases the size 
  of the gate also.  But to increase said size 
  lengthens the casting time to achieve the size.  
  Thankfully, because of the stability of additional 
  spellcasters, they can take a break for sleep (or 
  spells to replace sleep) and resume the spell 
  without having to restart.  However, this does 
  extend  
   
   
   
   
   
   
   
  Gate 
   
  Casters   
  Casting 
  Size 
   
  Required 
  Time* 
   
  1- Medium 
  1 
   
  1 hour 
  2- Large  
  2 
   
  1 day 
  3- Huge  
  4 
   
  5 days. 
  4- Gargantuan 6 
   
  2 weeks. 
  5- Colossal 
  9 
   
  1 month 
  6- Colossal + 
  11 
   
  2 months 
  7- Colossal ++ 
  14 
   
  4 months 
   
   * For each caster. 
   
  If less casters try for a larger gate, they 
  must take on the XP cost (see below) and the 
  time needed for the casting for the missing 
  casters (eg:  Two casters trying to create a 
  Gargantuan gate will have to do the job of 6 
  casters.  The casting duration is now 6 weeks and 
  the XP cost is 12 000 XP!) 
   
  In case you were wondering, Amethyst is 
  technically dead so cannot be pulled through.  
  Mengus is colossal ++ creature.  The main gates 
  of Ixindar and Attricana are even larger but most 
  of the big things from Attricana that wanted to 
  leave have and the Absolute rock prevents 
  anything larger than Gargantuan from leaving 
  the Negative gate.  Mengus tentacles emerge 
  from Huge gates and larger.   
   
  Any gate open operates as a bridge, 
  allowing HD of creatures = to the average Caster 
  level –10 to emerge every minute.  This number 
  stacks so a larger creature can emerge given 
  longer time.  The gate must be large enough to 
  accommodate the traveler though. 
   
  A gate can also be moved as long as it 
  doesn’t pass through any antimagic fields (even 
  though casting any dispel magic spells or 
  antimagic spell on it have no effect (weird, no?). 
  A successful concentration check by at least half 
  the casters needed to create it (min 1) at DC30 
  can move it 20 ft per round.  Every additional 
  successful caster assisting adds +10 feet. 
   
  If an inverse gate is cast overtop of its 
  opposite, a massive energy disruption occurs.  If 
  different sizes, one gate simply devours the other, 
  reducing in size equal to the difference between 
  the two gates.  The larger gate sends out a m 
  massive power surge equal to a 20th level Magic 
  Circle against Good (if Negative) or Evil (if 
  Positive), radiating out 50 feet / size category of 
  the destroyed gate (So a Gargantuan Positive 
  gate lands on top of a Large Negative gate.  
  Only a Large positive gate remains, sending out 
  a massive magic circle against evil 100 feet in 
  every direction.  Also for every size category of 
  the burst, sends out an energy aura that deals 
  2d10 per destroyed gate size to all outsiders from 
  that gate in the same last radius.    The Ref DC is 
  = 3 per Size category medium and above 
  destroyed +10. 
  
   
  216
   (eg:  In the previous example, the Negative gate 
  is vaporized.  Every evil outsider within 100 feet 
  also takes 4d10 damage.  The REF saving throw 
  for half damage is 16).  
  Destroyed  
  Blast  
  Gate 
   
  Radius Damage 
  Ref DC 
  1- Medium 
  50 
  2d10 
   
  13 
  2- Large  
  100 
  4d10 
   
  16 
  3- Huge  
  150 
  6d10 
   
  19 
  4- Gargantuan 200 
  8d10 
   
  22  
  5- Colossal 
  250 
  10d10 
   
  25 
  6- Colossal + 
  300 
  12d10 
   
  28 
  7- Colossal ++ 
  250 
  14d10 
   
  31 
   
  Remember a destroyed Positive gate 
  harms only Good outsiders; a destroyed Negative  
  harms only Evil outsiders.  The remaining gate 
  operates as normal until either destroyed itself or 
  closed when duration is up.  Gates being formed 
  operate and function perfectly even while being 
  enlarged and the duration only starts when all 
  the casters are finished their work.  If they 
  continue to work on the Gate, it will never shut 
  off. 
   
  Gates opened can be shut off by will of 
  their casters.  They can only wait for it to close on 
  their own.  Gates are immune to all magic and 
  magical abilities.  They operate in anti magic 
  fields and cannot be dispelled by any means.  
  They are a system of rules entirely on their own. 
   
  GM Note:  Any episode around a gate 
  should be a major quest involving drama and 
  death and possible armies clashing. 
   
  XP Cost: 1,000 XP per caster per size 
  category medium and above.   
   
  EMANATIONS FROM THE 
  GATE 
   
  The Gates to Attricana and Ixindar, as 
  well as being…well…gates, also emanate 
  amazing power.  Its this power from these gates 
  that creates the very world everyone is living in.  
  Obviously their impact is felt everywhere.  These 
  gates emanate pure energy.  The main gates 
  themselves infuse amazing power in them. 
   
  Any creature of good or evil alignment 
  may receive +1 positive level / HD as long as they 
  are within 50 miles of the Gate of the same type.  
  Alas, this only really affects Ixindar since Attricana 
  is orbit. 
  Gate size 
  Effect 
   
  Radius 
  Medium 
  Resistance 
  50 ft 
  Large 
   
  Assistance 
  100 ft 
  Huge 
   
  Favor 
   
  150 ft 
  Gargantuan 
  Aid 
   
  200 ft 
  Colossal  
  Sanctuary 
  250 ft 
  Colossal + 
  Heal 
   
  300 ft 
  Colossal ++ 
  Aura 
   
  350 ft 
   
  Constructed gates can never reach the 
  same size as the main ones, but they do offer 
  some abilities (Per 15th level Caster).  All these 
  abilities do not stack with previous ones listed. 
   
  Resistance: All gain +1 on saving throws. 
   
  Assistance: All gain +1 on attack rolls 
  and saves.  Reveals creatures, spells, or objects of 
  inverse alignments (good or evil). 
   
  Favor: All gain +1 on attack, damage 
  rolls, and saving throws.  All also receive +2 
  enchantment to AC and all saving throws. 
   
  Aid: +1 on attack and damage rolls and 
  saves.  1d8 +15 healing every 24 hours spent 
  inside the field.   
   
  Sanctuary:  +1 on attack and damage 
  rolls and saves.  1d8 +15 healing every 24 hours 
  spent inside the field.  Also, the subject is immune 
  from poison while inside the field. 
   
  Heal:  +1 on attack and damage rolls 
  and saves.  The moment the subject enters, he is 
  cured all diseases and ability score drains.  While 
  inside, the subject is immune from these attacks.   
  Every 24 hours inside the field also grants 4d8+15 
  in healing. 
   
  Aura:  The moment the subject enters, he 
  is cured all diseases and ability score drains.  
  While inside, the subject is immune from these 
  attacks.   Every 24 hours inside the field also 
  grants 4d8+15 in healing.  Subject also receives 
  +4 enchantment to AC, +4 to all saves, and SR 25 
  against evil / good spells. 
   
  ANCIENT DRACONIC 
   
  Words written in Ancient Draconic exhibit 
  magical properties.  Simple words written in the 
  tongue glow with energy.  Both the spoken and 
  written word of Ancient Dragons cannot be 
  deciphered by any magical means and only one 
  skilled in Ancient Draconic may read or write in 
  this form.  Any creature other than dragons 
  cannot speak the spoken word. 
   
  The written word offers magical 
  properties on its own over any capabilities the 
  phrases may connect to (like a scroll). 
   
  A Dragon Type:  Dragons are known by 
  common titles like Bronze and Brass, Blue and 
  Red, etc.  Their Ancient Names, when written 
  down in the old tongue and carried, offer a +5 
  Luck bonus to all Diplomacy and Intimidate rolls 
  dealing with that type of Dragon. 
   
  A Specific Dragon Name:  A Dragon’s 
  name, written in the old tongue and carried, 
  offers a +5 Luck bonus to all Diplomacy and 
  Intimidate checks to that specific Dragon and it 
  offers Telepathy between that specific Dragon 
  and the wearer IF that Dragon willingly wrote its 
  name itself.  If the paper is destroyed in front of 
  the Dragon, the Dragon must make a Will Save 
  
   
  217
  (DC 20+2 Age Category) or be stunned for 1d4 
  rounds (becomes flat footed and cannot attack) 
   
  Scrolls:  A Scroll written in Ancient 
  Draconic is, of course, exceptionally hard to 
  translate.  If successfully deciphered and cast 
  from the scroll, that spell is maximized per the 
  feat without taking up a spell slot or requiring the 
  feat to be taken.  If the spell is transferred to a 
  spell book, this effect is nullified. 
   
  Hearing Draconic:  All Dragons Ancient 
  and older know the old tongue automatically 
  (no need to roll for them).  The younger ones skill 
  is +2 for every age category up until ancient.  
  However, for Ancient and older Dragons, they 
  can speak the full poetry of the language.  If 
  anyone not skilled in Ancient Draconic (any 
  ranks) hears these words, they must make a 
  DC20 Will Save or be effected by a Confusion 
  spell cast by a 10th level Sorcerer. 
   
  ARTIFACTS 
  GUIDLINES 
   
  It should be important to note that few 
  major magical items exist without a reason.  Most 
  cursed items were brought into this world by 
  Mengus.  Most of the magical items were either 
  constructed by Jathad, the Grey elves, or the 
  Titans. 
   
  Certain magical items are rarer than 
  others.  Major Wondrous Items and magical 
  swords and armor with a combined 
  enchantments more than +6 are extreme 
  extraordinary and weapons and armor with a 
  combined enchantment more than +8 simply do 
  not exist.  Artifacts as defined in the rule book 
  also do not exist at all.  The only Artifacts in this 
  Universe are listed below.   
  ABSOLUTE ROCK 
   
  Unique in its own way, the rock forged 
  when struck by the Second Hammer then 
  saturated with negative and positive energy.  It 
  became resistant to its very influence.  The rock 
  itself cannot be forged into armor or weapons.  If 
  a shard is found, it cannot be altered in any 
  means.  The only form of the rock that contains 
  magic are the Heads of Rahmqvist and the Staff 
  of KeRif.  The rock is only found around the Black 
  Gate of Ixindar, preventing Mengus and the 
  greatest demons from escaping.  However, 
  enough energy can chip it off.  These shards 
  have been found everywhere and as the 
  demons hammer away at the rock, more may 
  be found.  They fetch a mighty price because of 
  their odd properties: 
   
  Any piece of the rock is totally immune 
  to all magic.  This includes all spell and spell like 
  abilities. Magic weapons cannot harm them with 
  their additional enchantments.  To crack a piece 
  off the main rock or two split an existing piece in 
  two requires damage to the rock higher than its 
  30 Hardness and then inflict 10 points of damage 
  per cubic inch to break off (and remember 
  magical bonuses do not apply).  This, of course, 
  makes the rock virtually impossible crack. 
   
  The rock also absorbs (more like eats) 
  magic put to it.  If it touches any magical item 
  (non artifact) it draws +1 enchantment out of it 
  every round until dead (unless the item can beat 
  a Fort DC15).  It reduces all types potions to 
  water in one round if the rock touches the liquid.  
  All magical weapons die a quick death.  Scrolls 
  fade into dust.  Spell cast to it simply vanish.  
  There is no point of saturation for the rock. 
   
  If the rock is small enough to be thrown 
  or used as a weapon, it is simply a rock unless it 
  strikes a magical creature.  These include: 
  Aberrations, Constructs, Dragons, Elementals, 
  Magical Beasts, Oozes, Outsiders, 
  Shapechangers and Undead.  If struck, the rock 
  deals them 5d10 points of damage.  The same 
  goes if a shard is placed upon an arrowhead. 
   
  Obviously, if the rock is used this way, 
  one must be careful not to loose it.  If worn by 
  someone, it grants the user a Spell Resistance of 
  15.  Just be careful not to let it touch any magic.  
  If it s dropped in a bag of holding or a portable 
  hole, the magic collapses upon itself, destroying 
  the rock, the bag or hole and all its contents. 
   
  If the rock is larger than a cubic foot, it 
  generates a 10 foot Antimagic field, like the spell, 
  but the field does not destroy the magic in the 
  field. 
  THE BIBLE OF DRASAGO AND 
  THE METALLIC GOSPELS 
   
  When they emerged from the White 
  gate, Lazarus went about commissioning tomes 
  of knowledge from all the Dragons.  He picked 
  one representative from each class of Dragon 
  and elected them to write in their ancient 
  Draconic a gospel of all that they believe in and 
  imbue it with the very power they possess.  This 
  chronicles all their knowledge and tells about the 
  history of Echa through their ageless eyes.  To 
  read a gospel from Drasago is to peer into the 
  very soul of a Dragon. 
   
  After one reads one, they are never the 
  same.  These heavy books are extremely rare.  As 
  it is, only three or four copies exist of each tome 
  and the complete Bible of Drasago itself owned 
  and kept by Lazarus.  Excerpts from these books 
  have found themselves all over the globe.  A 
  reprinting of its words translated into Elvish exists 
  on the walls of Limshau but it lacks the magical 
  
   
  218
  capacity of the originals.  The Dragons often 
  share these books with each other but never 
  gain the abilities from them.   If anyone skilled in 
  Ancient Draconic (DC25) reads this book, which 
  takes a total of 48 hours over a minimum of six 
  days, she gains inherent bonuses dependant on 
  the book read.  Once the book is read, the 
  knowledge will always be present to that reader 
  without needing another language roll.  The 
  magic disappears from the pages to that reader 
  and will never get those abilities stacked if re-
  read. 
   
  The books are very large, thick, made 
  from Platinum and the class metal of the Dragon.  
  The books are locked closed and cannot be 
  opened without a key.  The books cannot be 
  destroyed by any means other than Wish.  Even 
  though massive, the books only weigh about 5 
  lbs each. 
   
  THE GOSPEL OF THE 
  BRONZE Written by Kelto of the 
  Guard 
   
  After being read, the book imparts these 
  abilities: 
   
  Breath Weapon (Su): The subject may 
  eject a 40 foot cone of repulsion gas. Creatures 
  within the cone must succeed on a Will save (DC 
  23) or be compelled to do nothing but move 
  away from the subject for 1d6 + 5 rounds.  This is 
  a mind-affecting compulsion enchantment 
  effect and can used 1d4 – 1 (including 0) times a 
  day (roll at dawn) 
   
  Water Breathing (Ex): The subject can 
  breathe underwater indefinitely and can freely 
  use its breath weapon, spells, and other abilities 
  while submerged. 
   
  Spell-Like Abilities (7th level Caster): At 
  will—speak with animals; 3/day—create food 
  and water, fog cloud  
   
  Immunities:  The subject absorbs 10 
  points of Lightning Damage per round. 
   
  THE GOSPEL OF THE 
  COPPER Written by Logos the 
  Jest 
   
  After being read, the book imparts these 
  abilities: 
   
  Breath Weapon (Su):   The subject can 
  eject of cone of slow gas. Creatures within the 40 
  foot cone must succeed on a Fortitude save (DC 
  23) or be slowed for 1d6 + 5 rounds.  This ability 
  may be used 1d4 – 1 (including 0) times / day 
  (rolled at dawn) 
   
  Spider Climb (Ex):   The subject can 
  climb on stone surfaces as though using the 
  spider climb spell at will. 
   
  Spell-Like Abilities: 2/day—stone shape  
  1/day—transmute rock to mud or mud to rock  
   
  Immunities:  The subject absorbs 10 
  points of Acid Damage per round. 
   
  THE GOSPEL OF THE BRASS 
  Written By Adeimus of Dust and 
  Greka of Babel 
   
  Of course, leave it to Brass to write such 
  a massive book, it was written by two dragons 
  because they couldn’t agree who would write 
  what.  Greka’s portion was to be enchanted and 
  Adiemus’ portion was separated and published 
  in a lone Tome (see below)  Greka’s book still 
  requires 72 hours to read over 8 days instead of 
  the other books.  It’s a long slow read to.   After 
  being read, the book imparts these abilities: 
   
  Breath Weapon (Su): The subject can 
  eject a 40 foot cone of sleep.  Creatures within 
  the cone must succeed on a Will save (DC 23)or 
  fall asleep, regardless of HD, for 1d6 +5 rounds.  
  This ability may be used 1d4 – 1 (including 0) 
  times / day (rolled at dawn) 
   
  Spell-Like Abilities (7th level Caster): At 
  will—speak with animals; 3/day—endure 
  elements (radius 50 ft), 1/day—suggestion 
   
  Immunities:  The subject absorbs 10 
  points of Fire Damage per round.   
  THE GOSPEL OF THE SILVER 
  Written by Lynnissa the Essence 
   
  Breath Weapon (Su):  The subject can 
  eject a 30 foot cone of paralyzing gas. Creatures 
  within a cone of paralyzing gas must succeed on 
  a Fortitude save (DC 23)or be paralyzed for 1d6 
  +5 rounds.  This ability may be used 1d4 – 1 
  (including 0) times / day (rolled at dawn) 
   
  Cloudwalking (Su):  The subject can 
  tread on clouds or fog as though on solid ground. 
  The ability functions continuously but can be 
  negated or resumed at will. 
   
  Spell-Like Abilities (7th level):  3/day—fog 
  cloud, control winds, 2/day—feather fall  
   
  THE GOSPEL OF LAZARUS 
   
  Specifically written by Lazarus, this tome 
  does not go into any details about Gold Dragons 
  but more into Lazarus’ own life, which is almost as 
  old as the planet (Or so he thinks--Ed).  He talks 
  about his feeling about this world and the fall of 
  Amethyst.   This book is extremely hard to find 
  outside of the realm of Dragons.  After being 
  read, the book imparts these abilities: 
   
  Breath Weapon (Su):  The subject eject a 
  40 foot cone of weakening gas. Creatures within 
  a cone of weakening gas must succeed on a 
  Fortitude save (DC 26) or take 5 points of Strength 
  
   
  219
  damage.  This ability may be used 1d4 – 1 
  (including 0) times / day (rolled at dawn) 
   
  Water Breathing (Ex):  The subject can 
  breathe underwater indefinitely and can freely 
  use its breath weapon, spells, and other abilities 
  while submerged. 
   
  Luck Bonus (Sp): Once per day the 
  subject can touch a gem, and enspell it to bring 
  good luck. As long as the subject carries the 
  gem, it and every good creature in a 50-foot 
  radius of the subject receives a +1 luck bonus on 
  all saving throws and similar rolls, as for a stone of 
  good luck. If the subject gives an enspelled gem 
  to another creature, only that bearer gets the 
  bonus. The effect lasts 1d3 +15 hours but ends if 
  the gem is destroyed. This ability is the equivalent 
  of a 2nd-level spell. 
   
  Detect Gems (Sp):  The subject can use 
  this ability three times per day. This is a divination 
  effect similar to a detect magic spell, except that 
  it finds only gems. The subject can scan a 60-
  degree arc each round: By concentrating for 1 
  round it knows if there are any gems within the 
  arc; 2 rounds of concentration reveal the exact 
  number of gems; and 3 rounds reveal their exact 
  location, type, and value. This ability is the 
  equivalent of a 2ndlevel spell. 
   
  Other Spell-Like Abilities (7th level): 
  3/day—bless; 1/day—geas/quest  
   
  THE CHRONICLE OF 
  ADEIMUS 
   
  The Chronicle of Adeimus is a single 
  Tome separated from the rest of the Bible of 
  Drasago.  It holds the knowledge of Amethyst, 
  the Gems of his once heart, and the Artifacts 
  that were forged around them.  It also details the 
  history of Echa, the fall of the Great Dragon, and 
  by what means.  It mentions Gebermach, the 
  other Gospels of Drasago and offers several clues 
  on the location of some of the Amethyst artifacts.  
  On its, own the Bible doesn’t do much but it does 
  glow brighter when an Amethyst Artifact is within 
  1 kilometer.  However, direction cannot be 
  discerned.   
   
  As well as the above ability, the 
  Chronicle, when finally finished being read (after 
  72 hours to read over 8 days instead of the other 
  books), The book imparts a permanent mark of 
  power on the User, denoting a Damage 
  Resistance 5 / Magic.  This is always in effect.  
  Afterward, the book vanishes from the users 
  possession and returns to Adeimus’ side, where 
  she either keeps it or sends it off again to find a 
  reader.  The book is quite well written in 
  comparison to Greka’s tome and Adeimus is 
  quite bitter Greka’s book was chosen over hers. 
   
  …Bitch… 
  Adeimus of Dust
   
  THE CAT IN THE JAR 
   
  A horrible Lich Wizard named Piotr 
  Raczek ambushed the kind but fragile Glass 
  Dragon.  Jathad found herself imprisoned in a 
  glass jar.  Able to view the outside world, she 
  could not physically interact with anything 
  outside.  The Jar is virtually indestructible.  The Jar 
  has a hardness of 50 and 50 hit points.  It is 
  immune to all magic (including spells and spell-
  like abilities).  It has full elemental protection from 
  every possible source and not even a Great 
  Knock can shatter the glass.  Jathad remains 
  imprisoned today, enable to leave or even speak 
  to the outside world.  Outsiders, looking, see a 
  dead Cat floating in formaldehyde.  The top 
  cannot be opened unless a Strength DC of 30 
  can be beat.  Even after all of this is concluded, 
  the keeper of the Jar cannot attempt such a roll 
  for at least 6 months of protecting and carrying 
  the jar.  The str DC drops by –1 for every month 
  after that.  It can be on a horse or in a backpack, 
  but the small but clumsy (5lbs) jar must be 
  nearby.  A detect magic will reveal the immense 
  power inside but NO other spell can discern its 
  true purpose (and I mean NO). 
   
  If the jar is released by strength by a 
  rescuer who held the jar for 6 months of older, 
  Jathad will owe a debt to her releasers that she is 
  not easily going to let pass.  This includes coming 
  from any part of the Earth to aid in the rescuer if 
  her name is called to help (Just scream out loud 
  and mean it).  She will do this twice a year for the 
  length of that rescuers life.  She will also grant one 
  single free True Resurrection to the Rescuer if 
  slain.  This effect occurs no matter where Jathad 
  is.  She detects it, teleports instantly (yes, even if 
  she hasn’t been there) aids in combat, then 
  resurrects the subject.  She may doe this a 
  second time even but only if the Keeper was 
  really nice.  Jathad is also a good connection in 
  case the Rescuer ever wishes to cross into the 
  Metallic Dragons’ land.  If the jar is broken with 
  force by someone else, Jathad will offer a few 
  Luck Gems in payment and fly away.   
   
  While in the Jar, Jathad’s abilities to 
  somewhat leak through.  After six months of 
  being protected, Jathad may contact the 
  Keeper through rudimentary telepathy usually 
  reserved to dreams that often just confuse the 
  keeper.  Over months, as the Str DC goes down, 
  the connection improves.  After a year, telepathy 
  is established. 
   
  Beyond contacting the keeper, Jathad 
  may offer these bonuses to the keeper after six 
  months: 
   
  
   
  220
  � 1/day – Cure Light wounds (1d8+15) 
  � Subject is immune to all Poison 
  � 1/ year – True Resurrection. 
   
  CANTUS RHUMSIEG 
  ARMOR 
   
  The Rhum Sieg armor is reserved for the 
  Clan leader of the Cantis people.  It is a 
  Masterwork Chain mail with flowing furs and 
  trophies from fiendish victories.    It acts as 
  Chainmail +4 built in with Spikes on the shoulders.  
  It also adds +10 circumstance bonus to wearer's 
  Hide checks, a +10 circumstance bonus to 
  wearer's Move Silently checks, and a +5 
  Circumstance bonus to all ride checks.  It also 
  operates as a continuous Fiendish detector, 
  detecting all evil outsiders within 50 feet.  It can 
  also cast Tree Shape at will as a 10th level Ranger.  
  It offers a +1 Stackable bonus to strength. 
   
  The armor also operates several Bane 
  abilities.  When the armor is worn by a good 
  ranger in a fight involving a Fiend (a fiend must 
  be in the combat and within sight of the wearer) 
  of any variety, the armor incurs the following:   
   
  --The armor also grants a +2 Natural 
  Armor bonus on top of the +4 Armor bonus 
  already equipped (+6 Total).   
   
  --Its stackable bonus to Strength 
  increases to +3 
   
  --It gains Light Fortification (%25 
  resistance to Critical hits) 
   
  --If worn by a Cantis Ranger and if 
  engaging a Fiendish opponent directly, the 
  armor offers +2 Luck bonus to Attacks, Saves, and 
  Checks. 
   
   
  STAFF OF KERIFF 
   
  A normal oak quarterstaff topped with a 
  grayish shard of rock, the KeRif staff looks boring 
  and only reveals its power with the testing of 
  magic.  It was constructed by a great human 
  mage named Kereptis Rifts.  Beyond empowering 
  the holder to communicate with Rahmqvist, the 
  staff does not possess the standard 50 charge 
  capacity.  Instead, because the shard of 
  Rahmqvist is permanently imbued with magic, 
  the Staff can do the following per a 10th level 
  Sorcerer: 
   
  --Know Direction (per spell) 4 / day* 
   
  --Whispering Wind (per spell) 1/ day. 
   
  --Shout (per spell) 1/day 
   
  --Legend Lore ½ / day (only if the staff 
  has the thing at hand or is in the place of 
  question).* 
   
  *:  This is an ability of the stone and if the 
  staff is broken, these abilities still work as well as 
  the ability to call Rahmqvist. 
   
   
  THE TWELVE ARTIFACTS OF 
   
  AMETHYST 
   
  The Twelve are the most powerful 
  artifacts on the planet.  As they are brought 
  together, their powers increase.  Placed nearby 
  each other, their total power almost equals that 
  of the original Dragon.  When slayed Amethyst’s 
  heart struck the Earth and Shattered.  They were 
  gathered by the Titans and Grey Elves that 
  forged them into great artifacts.  They would 
  soon be lost by many means, most of them by 
  Falxcis-Axis the thief.  Now the forces of good 
  and evil seek them out.  If the twelve are placed 
  nearby at the location of Amethyst’s death 
  (Fluff)—Which is at the Black Gate of Ixindar—He 
  will be reborn.  Of course, Amethyst himself 
  released the gems as a way to focus the energy 
  of all good creatures on the planet.  Get all that 
  positive energy together, the white gate will 
  open large enough for him to enter…same result. 
   
  The Amethyst Artifacts increase in power 
  when they get close to each other.  To increase 
  in power, the gems must be within 50 feet of 
  each other.  Out of that range, the bonus abilities 
  are simply cut.  The more Gems nearby, the more 
  powerful the individual items can be. 
   
  The Items do not have to be wielded or 
  carried by the same person but they do have to 
  be 50 feet of each other to increase in power.  
  Some items are more powerful than others by 
  average.  These items are also skewered towards 
  the positive energy.  Any evil creatures wielding 
  any Amethyst Artifact suffers 1 negative level for 
  as long as they use the item.  They can still carry 
  the items without the penalty.  This Negative level 
  stacks with every other Gem nearby. 
   
  Because of the age and the history of 
  the Artifacts, they often go by different names 
  and many cultures worship them without 
  knowing what they truly are.  They go by three 
  names:  Their type, their Amethyst Name, and 
  their Cultural name. 
  “My Hands, rings of gold, rings of 
  presence.  Only a pair, they never separate, 
  offering a firm hand to pass judgment to evil. 
  “My Skin, as leather, the ageless hide.  
  Thick to touch, light to carry.  Vulnerable 
  without scales, my true form without armor. 
  “My Eyes, infused in wood and forever 
  closed…if opened, the cosmos takes notice and 
  blinks just for me.  The Staff of Guf.  My eyes 
  project my energy, channeling the power of 
  ages. 
  “My Face, the first line, which never 
  wavers.  Shield of Honor, Shield of 
  Attricana…Those who intend harm, look me in 
  the eyes…and try… 
  
   
  221
  “My Faith…Claws from heaven.  It shall 
  give strength…channel me.  A single talon 
  carries power, a rod of souls.  Only one shall be 
  offered.  Have faith and it shall be done. 
  “My protection.  My Aura of defense, 
  through the center of soul.  Channeling through 
  this, a great magic to guard against evil.  
  Through that which sits by your heart, I shall 
  defend you and amplify your gifts.  This Lens 
  through the Mind…Amulet of Acumen.   
  “With my feet, no impact will be heard, 
  no impact will be felt.  No terrain will be 
  impassible.  No wall will block you.  Walk in my 
  tracks and be as me.  Step into my world, into 
  Resilcour… 
  “Pound my chest, withdraw.  Draw your 
  hands up and refuse movement.  My will of 
  survival.  I shall not waver to any opponent.  I 
  will not back down.  I will dig into the dirt and 
  push back.  Brace yourself against might.  Be my 
  arms and push back.  Brace with the will of 
  repudiation. 
  “Don my wings, you will not fall.  Drape 
  the cloth behind, spread my wings and fly.  Fear 
  no wind, fear no storm.  Fly high and proud.  
  Walk amongst the clouds and be welcome for you 
  have Dragon’s Wings. 
  “Know my strength and wield it without 
  fear.  Any who speak truth and do no evil may 
  wield my power.  Those without strength, 
  without skill but with bravery unbecoming, wield 
  my strength, and gain the power of my will.  
  Wield me and possess my knowledge and 
  bravery. 
  “My Scales…that which guards me from 
  the world of evil.  Impervious and beautiful, 
  resistant and light, the Scales of Heaven guard 
  against all evil.  Possess my scales and possess 
  my body, for those who done the scales will hear 
  my word and reflect my strength.   
  “A Splinter in the heart.  My soul…my 
  wrath.  My true fighting spirit.  I will strike down 
  with power known to few.  To those of pure evil 
  and darkness.  Beware.  A wielder of the great 
  blade of Amethyst shall destroy the forces of 
  darkness and reflect my wishes to destroy evil.  
  Feel the blade of my will!” 
  The Artifacts….The Shards of Amethyst: 
  My Hands:  The Rings of Presence.   
  My Skin:  Leather of Ageless Hide.   
  My Eyes:  The Staff of Guf.   
  My Face:  Shield of Attricana 
  My Claws:  Rod of Souls.   
  My Protecting Magic:  Amulet of Acumen.  
  My Feet:  Boots of Resilcour. 
  My Chest:  Bracers of Repudiation. 
  My Wings:  Cloak of the Dragon. 
  My Knowledge:  Blade of Knowledge  
  My Scales:  Plate Scales of Heaven  
              My Soul:  Blade of Amethyst.  
  From the Chronicle of Adeimus
   
  Their stats are listed with their individual 
  abilities and whatever abilities are boosted with 
  additional nearby gems.  All Amethyst artifacts 
  operate in an Antimagic field unless specified 
  otherwise.  The only way to remove the gems 
  from the artifacts is by dealing more than 200 
  points of damage to the item or by the use of 
  Limited Wish or Wish.  When that occurs, the 
  artifact is destroyed, leaving only the gems.  The 
  Gems CANNOT be destroyed by any means.  No 
  spell or weapon crack them.  Techans have tried.  
  They have used lasers and nuclear detonators… 
  nothing works.  Wish will not even crack its 
  external form.  When the Gems are freed, they 
  loose all their artifact bonuses.  All Gems respond 
  the same with the following abilities: 
   
  -- +2 Artifact bonus to any one attribute 
  while carrying the Gem on one’s person.  
   
  -- Regenerates 1 Hit Point per hour. 
   
  These abilities stack with other Gems.  So 
  to have all 12 gems could have +24 ability bonus 
  separated into +2 increments to any attributes.  
  (Eg.  +24 to Str or +12 to Int & Con, etc)  Also to 
  have 12 gems means 12 hit points an hour will be 
  regenerated. 
   
  The Gems also possess fragments of 
  Amethysts soul in this world.  Every Gem in 
  proximity increases the intelligence of the 
  Amethyst personality.   
   
  6 Gems:  Int/Wis/Cha 18, Semi telepathy 
   
  7 Gems:  Int/Wis/Cha 20, Empathy 
   
  8 Gems:  Int/Wis/Cha 23, Speech 
   
  9 Gems:  Int/Wis/Cha 27, Speech, 
  Telepathy. 
   
  9 Gems:  Int/Wis/Cha 32, Speech, 
  Telepathy, Offers Detect Magic at will. 
   
  10 Gems:  Int/Wis/Cha 38,  Speech, 
  Telepathy, Offers Detect Magic at will, Subject 
  Immune to all disease and poison. 
   
  11 Gems:  Int/Wis/Cha 44,  Speech, 
  Telepathy, Offers Detect Magic at will.  Subject 
  Immune to all disease and poison.  +2 Luck Bonus 
  to all Saving Throws.  +2 Deflection Bonus to AC. 
   
  12 Gems:  Int/Wis/Cha 51,  Speech, 
  Telepathy, Offers Detect Magic at will.  Subject 
  Immune to all disease and poison.  +2 Luck Bonus 
  to all Saving Throws.  +2 Deflection Bonus to AC.  
  Offers True Resurrection Once. 
   
  Alignment:  Neutral Good 
   
  The Gems’ goals are to merge at the 
  point of Darkness at the Black gate of Ixindar.   
   
  Somewhere, something incredible is waiting to be 
  known. 
  Amethyst
   
   
  
   
  222
   
  The Artifacts glow with an unbelievable 
  energy if dispel magic is cast upon them. 
   
  THE RINGS / MY HANDS / 
  THE RINGS OF NANNUS 
   
  The rings were created to be used 
  primarily by monks.  They offer increase in 
  damage through elemental boosting.  They are 
  two rings that, no matter what happens, always 
  appear near each other.  If separated, one will 
  magically disappear and reappear to his twin.  
  They must both be worn to work, otherwise they 
  are worthless.  They are simple Copper rings with 
  purple Amethyst set as a thin ring around the 
  circumference.     
   
  All additional gem bonuses do no stack 
  with previous gem enhancements for the rings. 
   
  Basic Abilities:  Every successful Hand to 
  Hand strike with the rings inflict Knockback on 
  their opponent.  The victim struck must make a 
  Fort save at a DC of the Wielder’s Level +10 or fall 
  prone 10 feet back.  If a wall is closer, then the 
  subject takes an additional 1d6 Points of 
  Damage.   
   
  The Wielder also gains a +1 Artifact 
  bonus to all hit and attack rolls in hand to hand 
  combat. 
   
  +1 Gem:  +1D4 Elemental Damage per 
  strike.  The PC decides before rolling to hit.     
   
  +2 Gems:  +2 to Hand to Hand (Artifact 
  bonus) 
   
  +3 Gems:  +1d6 Elemental Damage per 
  strike.  The PC decides before rolling to hit.     
   
  +4 Gems:  +3 to Hand to Hand (Artifact 
  bonus). 
   
  +5 Gems:  +1d8 Elemental Damage per 
  strike.  The PC decides before rolling to hit.     
   
  +6 Gems:  +4 To Hand to Hand (Artifact 
  bonus).  
   
  +7 Gems:  +1d10 Elemental Damage per 
  strike.  The PC decides before rolling to hit.     
   
  +8 Gems: +5 to Hand to Hand (Artifact 
  bonus).  
   
  +9 Gems: +1d12 Elemental Damage per 
  strike.  The PC decides before rolling to hit.   
   
  +10 Gems:  +6 To Hand to Hand (Artifact 
  bonus).  
   
  +11 Gems:  Elemental Resistance.  The 
  wielder of the rings absorbs the first 15 points of 
  damage per round of any Element the rings 
  struck with on the previous round.   
   
  THE CLOAK / MY WINGS / 
  THE CLOAK OF ALWAYS 
   
  The Cloak is certainly one of the most 
  flamboyant artifacts.  It was made by the Gray 
  elves and was originally a cloak of flight.  The 
  material is similar.  The buckle at the front holds 
  the Gem and it continually imbues the cloak with 
  a “make whole” spell, instantly fixing the cloak if 
  damaged in anyway.   The cloak also acts as a 
  great shield against magic.  Even still, it is one of 
  the more weaker Artifacts.   
   
  Basic Abilities:  The cloak allows flight 
  and as more gems get close, the flight capacity 
  an maneuverability increases. 
   
  Flight Maneuverability is Poor and the 
  speed is 10ft per Gem. 
  Flight 20ft / gem (Poor) 
   
  +3 Gems:  Flight carries wielder only.  
  Spell Resistance 10.  This Spell Resistance is rolled 
  separately if the Character already has it.  Roll for 
  the Artifact first.   
   
  +6 Gems:   Spell Resistance 14.  The 
  Cloak user can now carry 2 and can hover. 
   
  +9 Gems:  Spell Resistance 21.  The Cloak 
  can now carry 3 and gains the Wingover feat. 
   
  +11 Gems:  Spell Resistance 28.  The 
  cloak now carries 4 and gains the Cloudwalking 
  feat. 
   
  History is full of people who out of fear, or 
  ignorance, or lust for power has destroyed 
  knowledge of immeasurable value that truly 
  belongs to us all. We must not let it happen 
  again. 
  Amethyst
   
  THE BRACERS / MY CHEST / 
  THE PRESENCE OF RHINFORGE 
   
  The weakest artifact, the Bracers get real 
  powerful, real fast.  They were created by order 
  of a great commander of a Dwarven Army.  
  After he was slain, the Bracers vanished for 
  centuries.  Like the rings, they cannot be 
  separated nor do they work if split between two 
  people.  The Bracers were discovered 
  underground by Miners in Selkirk. 
   
  All additional gem bonuses do no stack 
  with previous gem enhancements for the 
  Bracers. 
   
  Basic Abilities:  The Bracers, on their own, 
  offer a +1 Artifact bonus to AC.  Every two Gems 
  nearby after that add an additional +1 Artifact 
  bonus to AC. 
   
  +3 Gems:  +1 Str Artifact bonus, +2 
  Command Presence 
   
  +6 Gems:  +2 Str Artifact bonus, +4 
  Command Presence 
   
  +9 Gems:  +3 Str Artifact bonus, +6 
  Command Presence 
   
  +11 Gems: +4 Str Artifact bonus, +8 
  Command Presence 
   
  THE BOOTS / MY LEGS / 
  THE BOOTS OF DRAGONKIND 
  
   
  223
   
  The Boots add speed in every degree.  
  The Gems are clasped into the side of each Boot, 
  wrapped in heavy black leather. 
   
  Basic Abilities:  The Boots offer a 
  continuous haste ability per the spell.  
   
  +3 Gems:  x2 Movement continuously, 
  +10 to Jump 
   
  +6 Gems:  Boots will always Grip on a 
  slippery surface. 
   
  +9 Gems:  The wearer no longer touches 
  the ground while moving.  The boots now hover a 
  few inches off the ground.  As a result, the boots 
  can cross any surface (Water, Lava, Mud) and 
  never leave any tracks. 
   
  +12 Gems:  Permanent Spider Climb (per 
  spell) 
  The idea that God is an oversized white male 
  with a flowing beard who sits in the sky and 
  tallies the fall of every sparrow is ludicrous. But 
  if by 'God' one means the set of physical laws 
  that govern the universe, then clearly there is 
  such a God. This God is emotionally 
  unsatisfying... it does not make much sense to 
  pray to the law of gravity. 
  Amethyst
   
  THE AMULET / MY 
  PROTECTING MAGIC / THE EYE 
  OF GOD 
   
  The Amulet’s Amethyst was originally left 
  to Torfinn Gendron.  He responded with amazing 
  result.  Obviously designed for Wizards, it focuses 
  on their ability to cast spells and boosts their 
  casting ability.  And to think that when one first 
  discovers the Eye, all it does is glow. 
   
  Basic Abilities:  For the basic gem and for 
  every 3 gems nearby afterward offers a +1 
  Artifact boost to Int.  (Eg:  All 12 Gems = +4 Stat 
  Increase).  The Artifact may cast a continual Light 
  Spell at will. 
   
  +3 Gems:  Offers Spell Resistance 
  10+Character Level.   
   
  +11 Gems:  Offers Level Boost +1.  All 
  Spells are cast as a spellcaster one level higher 
  than the Character’s level. 
   
  THE ROD / MY JAW / 
  SACROSANCTUS 
   
  A Gem was given to the clerics of 
  Moskee that forged a magical rod topped with 
  the Amethyst.  When Moskee fell into darkness, 
  the Rod was lost inside the Temple where it still 
  sits.  It was created for Clerics and is useless in the 
  hands of anything but Clerics and Paladins. 
   
  Basic Abilities:  The Rod turns into a 
  Mace with an enchantment bonus = to half the 
  Gems nearby (Min = +1).  (Eg, 12 gems = +6)   
   
  While as a Mace, the Rod adds an 
  additional Smite Evil once a day with its strike.  If 
  wielded by a Paladin, this additional Smite stacks. 
   
  It also offers +1 Level bonus for turning for 
  every three gems.  (Eg +2 Gems nearby add a 
  +1.  12 gems total = +4 Level bonus) 
   
  The Rod also offers a +1 Artifact bonus to 
  all Fear checks for every Gem.  (9 gems = +9). 
   
  +6 Gems:  Generates a Constant Circle 
  of Protection 
   
  +9 Gems:  Unshakable Faith.  The user is 
  totally immune to fear and now offers his Artifact 
  fear bonus to all good creatures within 30 feet. 
   
  +12 Gems:   Positive Energy Aura—The 
  Rod Automatically turns undead with HD = 
  Character level –10 and automatically destroys 
  Undead with HD – to Character Level –20. 
   
  THE SHIELD / MY FACE / 
  THE SAND SHIELD 
   
  No one knows who made the Sand 
  Shield.  It seriously emerged from the sands of 
  Dudak, found by the Loteks who had no idea of 
  its origins.  It traveled unused for centuries, falling 
  out of vision across the continent on Canam.  No 
  one is sure how it got there.  It is a Large Metal 
  shield with an amethyst set into middle. 
   
  Basic Abilities:   Offers a +1 Shield Bonus 
  to start with an additional +1 Shield Bonus for 
  every two additional gems.  It also absorbs ability 
  drain attacks.  It will absorb one level drain per 
  day per enchantment bonus of the Shield. 
   
  +6 Gems:  Light fortification.  %25 chance 
  to ignore critical hit damage. 
   
  +8 Gems:  Medium Fortification.  %75 
  chance to ignore critical hit damage. 
   
  +9 Gems:  Reflection.  Once per day as 
  a free action, it can be called upon to reflect a 
  spell back to at its caster exactly like the spell 
  turning spell. 
   
  +12 Gems:  The shield becomes fully 
  animated, still operating as a shield but freeing 
  up both hands of the wielder. 
   
  THE STAFF / MY EYES / THE 
  STAFF OF RACINE 
   
  The Staff was the first Amethyst put to 
  artifact by the Titans and Selman created it 
  himself.  Originally, the Staff was created huge, 
  Titan scale, but when Falxis stole it, he cut it down 
  to size for himself.  This was Selman’s favorite 
  artifact even though not nearly the most 
  powerful.   Like the Amulet, the Staff is designed 
  for magic users but unlike the Amulet, the Staff 
  could be utilized for Sorcerers as well. 
   
  The Staff is of natural oak grown to 
  shape.  The gem sits hovering in a section of the 
  staff that seems to grow outward like branches 
  
   
  224
  that then reconnect above.   All additional gems 
  bonuses stack with previous gem enhancements 
  for the Staff. 
   
  Basic Abilities:  For melee purposes, the 
  staff operates as a +1 Staff plus an additional +1 
  enchantment every 3 gems afterward. 
   
  The Staff also acts as a magnet, drawing 
  spells or spell-like abilities into itself.  The magic 
  absorbed must be a single-target spell or a ray 
  directed at either the character possessing the 
  Artifact or her gear. The staff nullifies the spell’s 
  effect and stores its potential until the wielder 
  releases this energy in the form of spells of her 
  own. She can instantly detect a spell’s level as 
  the staff absorbs that spell’s energy. Absorption 
  requires no action on the part of the user if the 
  Staff is in hand at the time. 
   
  The Staff absorbs spell levels = The 
  number of gems nearby (including itself) x2.  (Eg:  
  10 gems = 20 Levels of spells absorbed).  The 
  wielder of the Staff can use captured spell 
  energy to cast any spell she has prepared, 
  without expending the preparation itself. The only 
  restrictions are that the levels of spell energy 
  stored in the Staff must be equal to or greater 
  than the level of the spell the wielder wants to 
  cast, that any material components required for 
  the spell be present, and that the Staff be in 
  hand when casting. For casters such as bards or 
  sorcerers who do not prepare spells, the Staff’s 
  energy can be used to cast any spell of the 
  appropriate level or levels that they know.  Unlike 
  A rod of absorption, the energy can be 
  expunged. 
   
  +4 Gems:  Spell Boost (+1 DC to save, +1 
  to roll for Spell Resistance ). 
   
  +6 Gems:  Spell Boost (+1 DC to save, +1 
  to roll for Spell Resistance).   
   
  +8 Gems:  Spell Boost (+1 DC to save, +1 
  to roll for Spell Resistance).  The spell does not 
  occupy a higher spell slot using this ability. 
   
  10 Gems:  Empower spell 1/day.  The 
  spell Empowered does not occupy a higher spell 
  slot using this ability. 
   
  12 Gems:  Maximize Spell 1/day.  The 
  spell maximized does not occupy a higher spell 
  slot using this ability.   
  The Universe forces those who live in it to 
  understand it. Those creatures who find 
  everyday experience a muddled jumble of events 
  with no predictability, no regularity, are in grave 
  peril. The Universe belongs to those who, at least 
  to some degree, have figured it out. 
  Amethyst
   
  THE LEATHER MAIL / MY 
  SKIN / THE FERRATUS LEATHER 
   
  The Leather mail looks like normal 
  Leather armor but clean white which never 
  seems to stain, even with the splash of blood.  
  However, many of the enhancements were 
  added later by Falcxis Axis.  The gem is always 
  visible, even when glammered and is set into a 
  small gold medallion stitched into the right arm. 
   
  When Falxis lost the Armor himself, the 
  newer enhancements remained, no matter how 
  hard the elves tried to remove them.  The Leather 
  mail, some believe, is cursed.  Designed by Falxis 
  for thieves, the Leather itself seems to like to go 
  missing.  It falls from sacks, drops from portable 
  holes and not even Bags of holding can seem to 
  contain them securely.  Unless being worn by 
  someone, the Leather mails always seems to 
  misplace itself.  Never to the point of vanishing 
  altogether but more of an annoyance, the 
  Leather would eventually be found after an hour 
  or so of searching.  Of course, the Leather is 
  sought after by thieves so the owner does have 
  that to contend with. 
   
  Basic Abilities:   The Leather +1 
  Enchantment Bonus per 2 gems nearby 
  (including itself) to a total of +5.   
   
  It also offers a bonus +10 to move silently 
  checks per 4 Gem (+30 at 12 Gems).  It also has 
  +6 Dex Max Bonus to start but every 3 gems 
  increases this by +1 
   
  +3 gems:  Shadow.  Ferratus grants a +15 
  competence bonus on Hide checks. 
   
  +6 Gems:  Glammered.  Upon 
  command, the armor changes shape and form 
  to assume the appearance of a normal set of 
  clothing. The armor retains all its properties 
  (including weight) when glamered. Only a true 
  seeing spell or similar magic reveals the true 
  nature of the armor when disguised. 
   
  9 gems:  Ethereal.  On command, this 
  ability allows the wearer of the armor to become 
  ethereal (as the ethereal jaunt spell) once per 
  day. The character can remain ethereal for as 
  long as desired, but once he returns to normal, 
  he cannot become ethereal again that day. 
   
  12 Gems:  The Leather offers a +4 Artifact 
  bonus to Dexterity. 
   
   
   
  THE SHORT SWORD / MY 
  ATTACKING MAGIC / THE 
  SWORD OF CALLIDUS 
   
  An oddity, this short sword in imbued with 
  knowledge.  Anyone who holds the sword gains 
  the ability to use it.  As the gems get closer, the 
  Swords imparts greater experience onto its 
  wielder.  Also somewhat designed for magic 
  users, it can also absorb and store spells for 
  further use.  Obviously, this weapon is greatest 
  
   
  225
  used for those without the knowledge to wield 
  and swing swords. 
   
  The Amethyst gem is fixed into the 
  pommel.  
   
  Basic Abilities:  Anyone who wields the 
  sword is instantly proficient with it even if their 
  class prohibits it.  This ability goes away if the 
  sword is let go.  It 
  only applies to this 
  weapon and if the 
  sword is carried, it 
  won’t carry onto 
  another sword. 
   
  The sword 
  offers +1 
  enchantment at 1 
  gem and an 
  additional +1 
  every 4 gems 
  afterward. 
   
  +1 gems:  
  Weapon Focus 
  with Calllidus 
   
  +2 gems:  
  Spell Storing – 2 
  levels of spell storage per gem nearby (including 
  its own).  The spell stored must be a spell the user 
  can cast. Each spell has a caster level equal to 
  the minimum level needed to cast that spell. The 
  user need not provide any material components 
  or focus, or pay an XP cost to cast the spell, and 
  there is no arcane spell failure chance for 
  wielding the sword.  The activation time for the 
  Sword is same as the casting time for the relevant 
  spell, with a minimum of 1 standard action. 
   
  +3 Gems:  Weapon Finesse (if desired) 
  and Two Weapon Fighting with Callidus 
   
  +5 Gems:  Weapon Specialization and 
  Improved Two Weapon Fighting with Callidus 
   
  +7 Gems:  Improved Critical and Greater 
  Two Weapon Fighting with Callidus 
   
  +9 Gems:  Greater Weapon 
  Specialization with Callidus. 
   
  +11 Gems:  30 Levels of Spell Absorption 
  as per rod but Expugnable.  The magic absorbed  
  must be a single-target spell or a ray directed at 
  either the character possessing the Artifact or her 
  gear.  The staff nullifies the spell’s effect and 
  stores its potential until the wielder releases this 
  energy in the form of spells of her own. She can 
  instantly detect a spell’s level as the staff absorbs 
  that spell’s energy. Absorption requires no action 
  on the part of the user if the Staff is in hand at the 
  time.  The wielder can use captured spell energy 
  to cast any spell she has prepared, without 
  expending the preparation itself. The only 
  restrictions are that the levels of spell energy 
  stored in the Sword must be equal to or greater 
  than the level of the spell the wielder wants to 
  cast, that any material components required for 
  the spell be present, and that the sword be in 
  hand when casting. For casters such as bards or 
  sorcerers who do not prepare spells, the sword’s 
  energy can be used to cast any spell of the 
  appropriate level or levels that they know.  Unlike 
  A rod of absorption, the energy can be 
  expunged. 
   
  It is far better to grasp the Universe as it really 
  is than to persist in delusion, however satisfying 
  and reassuring. 
  Amethyst
   
  THE LONGSWORD / MY 
  SOUL / SPLINTER OF THE HEART 
   
  The Armor and Longsword share the 
  luxury of being the most powerful Amethyst 
  Artifacts forged.  The Titans slaved for centuries to 
  create them.  Their power was so immense, it was 
  all they needed to track and find Falxis who stole 
  them.  However, their power is now cloaked by 
  an unseen evil.  After Falxis tossed them to the 
  world, they became invisible to all detection.  No 
  one knows where they are.  These are the most 
  important of artifacts and their location is 
  paramount. 
   
  The sword is the most intimidating.  The 
  Gem itself IS the sword, the largest and most 
  powerful shard of Amethyst, mounted to a gold 
  and platinum hilt.  Its Pommel is a Dragon’s tooth 
  and the Tang and Grib are Dragon scale, 
  willingly given up by Lazarus himself.   
   
   
  Basic Abilities:  +1 Enchantment to begin 
  with plus another +1 Enchantment with the 
  second Gem nearby.  Every two Gems afterward 
  increases another +1 (for a total of +6). 
   
  +2 Gems:  The Splinter becomes Keen 
   
  +5 Gems:  Keen boost adds an 
  additional +2 to Critical rating (Now becoming 
  Longsword 
  Character  
  Level 
  INT 
  WIS 
  CHA 
  Communication 
  Additional Capabilities 
  1-9 
  10 
  10 
  8 
  n/a 
  n/a  
  10 
  15 
  15 
  13 
  Semi-Empathy 
  Blind Fighting, +1 Strength Artifact 
  Bonus 
  12 
  18 
  18 
  18 
  Empathy 
  Cure Light Wounds 1d8+15) on 
  wielder only 1/day, +1 Strength 
  Artifact Bonus 
  14 
  20 
  20 
  18 
  Speech 
  Uncanny Dodge, +1 Strength 
  Artifact Bonus 
  16 
  22 
  22 
  18 
  Speech / 
  Telepathy 
  Wielder does not need to sleep or 
  breathe, +1 Strength Artifact Bonus 
  18 
  23 
  23 
  18 
  “ 
  “ 
  +1 Strength Artifact Bonus. +5 
  Strength Artifact Bonus 2/day for 10 
  rounds. 
  20 
  24 
  24 
  18 
  “ 
  “ 
  Finger of Death (1/day, 100 ft range 
  DC17)  Per spell 
  
   
  226
  15-20).  However, it will still not stack with 
  Improved Critical. 
   
  +8 Gems:  Energy Burst.  The weapon 
  glows with pure energy that deals an extra 1d6 
  points of Energy damage (Elemental Resistance 
  will not protect pure Energy) on a successful hit. 
  In addition, the energy explodes upon striking a 
  successful critical hit.  The Energy does not harm 
  the wielder. In addition to the extra damage 
  from the energy above, it deals an extra 1d10 
  points of energy damage on a successful critical 
  hit.   
   
  +11 Gems:   Speed.  Splinter now may 
  make an additional strike at its wielder’s highest 
  attack bonus.  This effect does not stack with the 
  bonus with Haste. 
   
  Additional Abilities:  Amethyst’s 
  personality channels through both the Sword and 
  the armor.  If both are present, Amethyst speaks 
  as one voice.  However, unlike the other artifacts, 
  Amethyst’s soul is dependant on the Wielder’s 
  level and not how many gems are nearby.  A 
  character of high level gains all current level 
  abilities as well as all previous ones as well.  The 
  Strength 
  bonuses 
  stack. 
   
  Li
  ke many 
  Intelligent 
  Items, 
  Amethyst 
  also 
  desires.  
  For him, 
  its to 
  defeat 
  demons 
  and 
  devils 
  and any other creatures of darkness as well as 
  assist good Dragons when possible.   
   
  After a Character levels past 10th, the 
  Sword glows with a continuous Fear aura with a 
  DC15 for all Evil Outsiders. 
   
  Also, when assisting Dragons in any way 
  (being involved in a fight with them or on a quest 
  given by one), Amethyst offers an additional +2 
  luck bonus to all saving throws, +2 deflection 
  bonus to AC, and a Spell Resistance of 15. 
   
  The Splinter has an Ego of 47 but never 
  takes control of a good character.  Instead, if the 
  wielder acts in a way against the forces of good, 
  Splinter will simply teleport 1000 km away to a 
  random location. 
   
  THE FULL PLATE / MY 
  SCALES / THE SCALES OF 
  HEAVEN 
   
  Equally as powerful as the sword, the 
  Scales fail to be subtle.  With a massive Amethyst 
  shard running down one side of the breastplate, 
  this masterful full suit remains the pride of the 
  Titan’s craftsmen.  They originally planned the Full 
  Plate to be worn by a great king.  However, the 
  faith that such a exalted leader existed dropped 
  and the Armor became another museum exhibit 
  in the vault of the Titans…until it was stolen by 
  Falxis and later lost. 
   
  The oddest feature about the Armor is its 
  single stain of blood, most likely Titan that stains 
  the right shoulder.  It cannot be washed off or 
  removed and no one knows whose it belongs to. 
   
  Basic Abilities:  The basic Armor offers a 
  +1 enchantment bonus to AC plus another 
  +1with 
  the next 
  nearby 
  gem.  
  Every two 
  gems 
  past that 
  offers a 
  +1 
  Enchant
  ment 
  bonus to 
  AC (to a 
  total of 
  +6) 
   
  The Scales are considered Medium 
  Armor even though technically Full Plate.  It offers 
  a +3 Max Dex Bonus.   
   
  +2 Gems:  Full Element Protection.  The 
  Armor withstands 2 Points of damage per nearby 
  Gem (including its own) of Any Elemental 
  damage including Sonic every round. 
  Armor 
  Character 
  Level 
  INT 
  WIS 
  CHA 
  Communication 
  Capabilities 
  1-9 
  10 
  10 
  8 
  n/a 
  n/a 
  10 
  15 
  15 
  13 
  Semi-Empathy 
  Always Find Traps 
  12 
  18 
  18 
  18 
  Empathy 
  Feather Fall (1/day) 
  14 
  20 
  20 
  18 
  Speech  
  Sealed (Air Tight with 
  continuous Air Supply) 
  16 
  22 
  22 
  18 
  Speech / 
  Telepathy 
  Spider Climb (1/day) 
  18 
  23 
  23 
  18 
  “ 
  “ 
  Shield (1/day) 
  20 
  24 
  24 
  18 
  “ 
  “ 
  Stoneskin (wielder only, 
  10 minutes per use, 
  2/day) 
  It's better to light a candle then to curse the 
  darkness. 
  Amethyst
  
   
  227
   
  +4 Gems:  Light Fortification 
   
  +8 gems:  Medium Fortification, replaces 
  Light Fortification above. 
   
  +11 Gems:  Heavy Fortification, replaces 
  Medium Fortification above. 
   
  Additional Abilities:  Like the sword, 
  Amethyst’s personality channels through the 
  armor.  If both are present, Amethyst speaks as 
  one voice.  However, unlike the other artifacts, 
  Amethyst’s soul is dependant on the Wielder’s 
  level and not how many gems are nearby.  A 
  character of high level gains all current level 
  abilities as well as all previous ones as well.   
   
  The Scales has an Ego of 35 but never 
  takes control of a good character.  Instead, if the 
  wielder acts in a way against the forces of good, 
  Splinter will simply teleport 1000 km away to a 
  random location. 
   
  I truly admire Mankind.  They are like butterflies 
  that flutter for a day and think it's forever. 
  Amethyst
   
  THE CURCED ARTIFACTS 
  Don't believe…Know! 
  Amethyst
   
  There exists the antithesis of Amethyst.  
  Most of the standard cursed items found in a 
  fantasy Universe exist here, mostly created by 
  Mengus.  However, those items are tests to 
  create the main ones.  These are the three Eyes 
  of Mengus.   
   
   
  THE EYES OF MENGUS 
   
  These three pearls, like Amethyst were 
  forged into artifacts.  However, unlike Amethyst, 
  they do not improve in power as they get close 
  to each other, nor can they be separated from 
  their artifacts.  Only a wish can destroy one.   
   
  They came to power from Mengus.  He 
  created a massive amount of Negative energy 
  and created a miniature black gate.  These 
  gates were surrounded by a force field and then 
  crusted over by a hard surface of Adamantine.  
  Polished to a shine, the artifacts resemble black 
  pearls.  Only upon closer inspection, does one 
  notice the swirly shadows of the negative 
  maelstrom.  Like Amethyst, they glow with 
  unbelievable power. 
   
  Any good creature that even touches a 
  Mengus Pearl Artifact looses one level 
  permanently (Fort DC 20 may resist). 
   
  According to legend, Gebermach 
  wielded all three artifacts to slay Amethyst. 
   
  THE SWORD / RAGE OF 
  DOGURASU 
   
  Doguraso is an Unholy, Keen, 
  Souldrinking Longsword.  As well as dealing an 
  additional 2d6 damage to any good creature it 
  strike, it also inflicts one negative level per hit, 
  and 2 on a critical.  There is no saving throw 
  (DC15 if the victim is wielding the Amethyst 
  Shield) 
   
  Dogurasu contains its own evil 
  intelligence, designed to slay any creature 
  possessing Amethyst.  If attacking such a 
  creature, the sword may strike with a slay living 
  once during the fight.  The victim must make a 
  Fort save at DC15 or die instantly. 
   
  Int 18, Wis 21, Cha 15, Ego 34. 
   
  The Wielder gains: 
   
  Improved Initiative 
   
  Combat Reflexes 
   
  Cure Light Wounds (1d8+5) 1/day 
   
  Haste 1/day (10 rounds) 
   
  Finger of Death 1/day 
   
  RAPE OF GORGANUS 
   
  Gorganus is a +5 Darksoul, Demonight 
  Full Plate.  Any attack on the wearer of Gorganus 
  that deals greater damage to evil creatures is 
  halved (eg:  Smite). 
  
   
  228
   
  The AC increases by +1 if the 
  wearer is struck by good creatures, +2 
  against good outsiders.   It also offers its 
  wearer a +1 Luck bonus to all saving 
  throws against spells from good 
  creatures, +2 against spells with a good 
  descriptor.  The armor is totally immune 
  to critical strikes and enables the wearer 
  to live without food or sleep.  It can cast 
  passwall at will and wall of force 1/day 
  (both as a 20th level Sorcerer).   
   
  Int 14, Wis 16, Cha 12, Ego 25   
  ENVY OF LAZARASHOA 
   
  Oddly enough, most people 
  seek out the sword and armor because 
  of their obvious importance and image 
  and yet it is the Gauntlet they should 
  fear, for it possesses the greatest power 
  of them all.  To wield it alone means to 
  ally with the greatest evil the planet has 
  and will ever know. 
   
  Just touching the gauntlet is bad 
  enough, if a good creature. 
   
  Beyond just being a +6 Gauntlet 
  in hand to hand, a successful Grapple 
  will drain 2d6+6 (including enchantment) 
  from the victim to the wearer.  This grapple still 
  may provoke an attack of opportunity.   
   
  If a victim is killed in this fashion, the soul 
  is drawn out of the body and trapped within the 
  Pearl.  While trapped, the body is lifeless.  No 
  resurrection of ANY sort can be made, no matter 
  the level.   
   
  While a soul is trapped, the wearer can 
  drain the life essence to cast viscous spells.  Each 
  time the gauntlet wearer drains a negative level 
  from the trapped soul (no saving throw possible), 
  it will grant 5 of the possible following abilities per 
  a 15th level Caster: 
   
  Flesh Ripper:  A ranged touch attack 
  (Range inc 60ft), the gauntlet sends out 
  thousands of shards from its palm, ripping a 
  target to shreds.  Spell Resistance may defend.  If 
  struck, the target takes 10d8 points of damage.  
  If the strike criticals, it inflicts an additional single 
  wound, bleeding profusely for one point of 
  additional damage every round until magically 
  healed. 
   
  Heartclutch:  Another ranged touch 
  attack (Range Inc 60 feet), the subject may 
  make a Fort save against DC20.  Spell Resistance 
  may defend.  If clutched, the target will die in 
  1d3 rounds.  A successful save will inflict 3d6+15 
  points of damage.  If a target is successfully 
  struck, only a Heal, Wish, or Regeneration will stop 
  the progression into death. 
   
  Stop Heart:  Spell Resistance may defend 
  this touch attack.  If struck, the victim must make 
  a Fort save against DC20 or drop to –8 
  immediately. 
   
  Long Grasp:  The Gauntlet (with hand still 
  inside) may detach from the body.  The gauntlet 
  may strike a target on its own, inflicting 2d4 points 
  of damage.  The Hand flies at 20 feet with 
  perfect maneuverability.  The hand has 15 hit 
  points with an AC of 28.  It also has Improved 
  Evasion.  It may also use any of the above 
  abilities as well as the drain and grapple attacks.  
  If detached, it does not provoke an attack of 
  opportunity on its grapple attempt.  If grappled, 
  it can then drag the subject back to the wearer 
  at full speed with a Str equal to the wearer.  This 
  effect can last up to 15 rounds before 
  automatically returning to its wearer. 
   
  Cure Critical Wounds:  The gauntlet may 
  cast one cure spell on its wearer (4d8+15). 
   
  Death Ward:  The subject is immune to all 
  death spells and magical death effects for 150 
  minutes. 
   
  Create Undead:  Per the spell as cast by 
  a 15th level Cleric, meaning up to Ghasts can be 
  created.  The undead are entirely under control 
  of the gauntlet. 
   
  Chain Lightning:  Per 15th level Sorcerer. 
   
  Circle of Doom:  Per 15th level Cleric.   
   
   
  Like all the other Pearls, the Gauntlet is 
  intelligent but lives and obsesses to feed on souls.  
  It cares less about Amethyst but if it can 
  accomplish both tasks, just as good. 
  
   
  229
   
  Int 26, Wis 26, Cha 18, Ego 40 
   
  If the wearer allows the Gauntlet to feed 
  on souls, it may bestow on the wearer a +5 
  artifact Strength bonus and a +4 Artifact Con 
  bonus.  If it doesn’t have a soul to feed on for 
  more than a week, then it will start feeding on 
  the wearer. 
   
  Keeping a soul within the Pearl and not 
  using it still drains a level every month encased. 
   
   
  SECRET LOCATIONS 
   
  These are references to the locations on 
  the map few know about.  Some are not listed 
  on the map.  It is up to the GM to have fun with 
  their location.  He is also free to jiggle the 
  numbers around however he sees fit. 
   
  01 – The floating realm of Piotr 
  Raczek:  Raczek is a Lich that resides in 
  a floating castle.  The castle sits upon a 
  rock.  From the side, a permanent 
  waterfall flows to the rocks below.  
  Beautiful but inside resides great evil.  
  Raczek is behind the slaying of Kereptis 
  Rifts and tried to take this Staff of KeRif 
  and the Rings of Amethyst that Rifts 
  had found.  Raczek failed but had 
  already found the Amethyst Staff that 
  he still clings onto. 
   
  02 - Skull Cave:  The Dungeon of skulls is 
  a massive Dungeon in the middle of Northern 
  Canam surrounded by Bugbears.  It is the hiding 
  place of one of the Artifacts of Amethyst.  It is in 
  them middle of the Alpine fields and its main 
  feature is that adventurers must 
  enter through the eye socket of 
  a great skull carved from rock.  
  A permanent magical flame 
  exists in the other eye. 
   
  03 - Golem Cave:  A lost 
  Gospel of Drasago resides in this 
  cave with an animated mouth 
  for an entrance.  It blinks with 
  eyes, growls with a mouth daring 
  adventurers to enter.  Even 
  massive arms exposed from sides 
  of a mountain.  The stats for the 
  Golem Cave are double that of 
  a Stone Golem.  It will only allow 
  15th level or higher parties in.  It 
  still tests those parties with an 
  occasional riddle or side quest.  
  It likes garden plants. 
   
  04 – The Kingdom of 
  Ghosts:  Anyone who finds this 
  place is lucky.  For no one knows 
  it exists nor does anyone who finds it ever 
  remember where it is.  It seems the people of this 
  land are fated to always fade from the memory 
  of those who find it.  They enjoy their solitude but 
  welcome occasional guests.  Too bad they never 
  stay and never come back.  The ruler, the 
  Human Kara Viralis believes the people are 
  cursed from a past sin no one remembers.  No 
  army ever attacks the small kingdom.  It could 
  also be blown off the planet and no one would 
  know. 
  
   
  230
   
  05 – Splinter of Gaia:  This single Dungeon 
  looks like a Tower sticking out of a chasm in the 
  ground.  A massive fissure opened up and this 
  tower just sprung up. This would make the Splinter 
  truly the tallest construct on Earth.  Too bad it 
  only sticks up less tan 200 
  feet from the ground.  No 
  one knows how many 
  levels it goes down into 
  the fissure or if it grew from 
  or was built over it. 
   
  06 – Temple of 
  Amethyst:  This is the 
  supposed place where 
  the Artifacts first fell to 
  Earth…or maybe its where 
  the first new arrivals of 
  Earth worshiped him.  
  Either way, this stone 
  construct sits atop a 
  massive pillar of rock, 
  totally unnatural. All 
  Amethyst artifacts glow 
  with an amazing power 
  and anyone with one can know the 
  direction (but not distance) to the 
  nearest one.  All good creatures in the 
  temple heal their doubled rate here. 
   
  07 – Spine of the Earth:  An odd 
  site, these mountains radiate an odd void 
  of magic.  Across this mountain range, no 
  magic exists.    If the Earth has a spirit, it 
  focuses its life energy here. 
   
  08 – Shambala:  A great temple 
  on a mountainside, Shambala is known to 
  have the greatest and most powerful 
  Monks the planet has ever known.  They 
  practice an ancient religious belief few 
  share known as Buddhism. 
   
  09 – The Labyrinth:  A massive 
  maze spanning for a hundred square 
  kilometers also has a massive anti-magic 
  field covering it.  Nothing can fly over it or 
  teleport in or out.  It is a secret 
  playground by the Flayers of Istfahan to 
  test potential victims.  They like feeding 
  on the smart ones.  They claim an 
  Amethyst artifact is inside, beckoning 
  many attempts.  The maze is empty.  
  There is nothing of noteworthy value in 
  it…and none who have escaped, survive. 
   
  10 – Winter Throne:  All White 
  Dragons take a pilgrimage here once a 
  year to visit the truly oldest Chromatic 
  Dragon.  Only whites know of her and her 
  true age.  Her name is Alsius the Ancient 
  and she is almost as old as Lazarus.  Other 
  White’s come to her for advice.  Some 
  come to challenge her for bragging 
  rights.  Many just some to see if she really exists.  A 
  few enjoy the idea and secretly admire the fact 
  that they have the oldest living Chromatic 
  Dragon.  If the others knew about it, it could result 
  
   
  231
  in a war as the Reds and Blues would certainly 
  seek Alsius out and slay her.  Alsius knows almost 
  as much as Lazarus about the fate of the world 
  and the true nature of it.  As a result, she may 
  even be convinced to help a noble party save 
  this world 
  of Magic…even though it would be 
  against her nature. 
   
  11 - The Fallen Dungeon:  
  This is not a Dungeon but a crashed 
  spacecraft.  To find it, most look for 
  the massive blast crater that the it  
  created when it slammed into the 
  Earth.  Virtually untouched, it holds 
  many TL6 and 7 wonders as well as 
  tonnes of wandering creatures, 
  mostly undead and demons.  The 
  ship is Megiddon origin and most the 
  technology is immune to EDF.  It is 
  said before a Cantis Clan Leader 
  can take charge, he must remove a 
  piece of adamantine platting from 
  this crashed vessel.  The craft is over 
  500 meters tall and stretches for 
  almost a kilometer. 
   
  12 – The Temple in Stone:  
  One feature of old man survived.  In 
  this side of a mountains, a series of 
  Buildings still stand, set into rock, 
  
   
  232
  untouched by man or demons.  Some say many 
  dungeons exist in the mountains.  These old 
  building 
  predate even technological man, dating back 
  to a time where they still believed their God 
  would change their stars for them. 
   
  13 – Cave of Light:  A miniature white 
  Gate offers any who enter a moment of clarity 
  with the Universe and with Amethyst himself.  Call 
  it Amethyst’s back door.  It only allows one 
  person at a time and there Is a %1 chance 
  anyone entering never returns.  A roll of 01on 
  percentage dies does this, a roll of 00 means the 
  subject leaves the gate one level higher 
  automatically.  The gate is tiny and few if any 
  know of its existence. Bringing an Amethyst 
  artifact in there allows one to know the location 
  of one other.  It also allows instant transportation 
  anywhere else on the planet.   
   
  14 – Duckblind:  Unknown to all, a 
  Meggidon scout craft has set up a hidden 
  observation post to monitor the situation on Earth 
  and see if the black gate wins over the white one 
  in this struggle. 
   
  15 --  Arx-Cis:  Where the forces of 
  darkness are trying to form a new Black gate. The 
  stronghold in North America where old mankind 
  attempted to hold the forces of demons at bay 
  while they man tried to evacuate the last 
  survivors of Earth.  They failed.  Now in the 
  present, a group of Demons let by Gebermach 
  are attempting to create a new gate at this 
  same old Fort, using the energy of a million slain 
  demons to open a black gate on this continent 
  and shortcut the Absolute Rock covering the 
  major gate in Slav.   
   
   
  F.A.Q. FOR THE GM 
   
   
  What…are you saying the Previous 
  fantasy world didn’t exist? 
   
  That’s right 
   
   
  Then why do the Elves and Dragons 
  remember it? 
   
  Cause they were created to. 
   
   
  So the Angels are the true inheritors?  
   
  Yes 
   
   
  So all those descriptions early in the 
  book about the great history of Dragons are all 
  false? 
   
  Yes 
   
   
  Is any of it real? 
   
  Its all real, but birthed from the energy 
  from the gates. 
   
   
  Why have spells (especially 
  transportation spells) been nerfed so much? 
   
  Cause I think the idea of teleporting 
  anywhere you want any place on the planet 
  stupid.  I don’t like planes in general anyway.  
  Everything else is fine, but I wanted a more 
  journey approach to the story, moving from point 
  A to point Z…Teleport is like a cheating 
  mechanism.  Beyond the fact that I think it takes 
  the fun out of quest campaign, I thought that 
  since Techans have no way of cutting distances 
  
   
  233
  down save for simple fast travel, I had to make it 
  fair for everyone.  Just because the book is 
  written that way, doesn’t mean its right… 
   
  …I am referring to D20…not my game…   
   
   
  Does this game have a Timetable? 
   
  It should be designed to have an 
  ultimate ending.  Characters should not 
  concentrate on creating an empire and building 
  a castle.  If they are good guys wanted to save 
  the world, they have to move their collective 
  asses.  Short games should be given a year, long 
  games should be given two.  But there should be 
  a limited time before the White Gate closes on its 
  own.  When that happens, the story is over. 
   
   
  Should the PC find the Amethyst…can 
  they be evil? 
   
  If they don’t want to use the quest 
  offered in the book and just live our selfish lives, 
  they can.  If they want to be evil, then the GM 
  should consider making a hero group to 
  compete with them.  The world can be saved 
  around the characters.  This frees up the PC 
  group to pursue whatever options they want for 
  as long as they want. 
   
   
  Where are the Amethyst Artifacts really? 
   
  More of a when than a where.  The 
  Longsword and Full Plate Armor should be found 
  last  However, their growing abilities show that 
  any can be found in any order and still not 
  unbalance the game.  However, the rate they 
  find them depend on their level.  By average 5th 
  level, the group may have one or two.  By 
  average 10th level, they should have only 4.  At 
  15th level, the number can increase to 9.  The full 
  set should only be held by 19th or 20th level and 
  beyond. 
   
  As for locations: 
   
  The Skull Cave 
   
  Deep within Drow land. 
   
  The Titans have one but it should be 
  given up willingly. 
   
  The Grey Elves of Laudenia have one but 
  only give it up to a group embarking on the 
  quest. 
   
  Piotr Raszek has the Staff. 
   
  Moskee has the Rod. 
   
  The Myre Paladins have one 
   
  Damask Rose has one 
   
  Harrapa has one 
   
  The rest is up to the GMs imaginations… 
   
  The PC group may be given one at the 
  beginning of the game as a hitch to embark on 
  the quest.  The Amulet is a good place to start. 
   
   
  Are the Drow lands anything like the 
  Underdark in Forgotten Realms? 
   
  Use the same maps if you want.  
   
   
  Why does the Earth map still look the 
  same as it does now? 
   
  Because even though the Earth itself is 
  different from the ground, the landmasses 
  themselves haven’t altered much in 5 000 years.  
  It was just easier to use existing topographical 
  maps than create a new one from scratch. 
   
   
  Do the Saints ever rebel? 
   
  If the GM is using a quest in Amethyst, 
  their rebellion is vital to the story as they help hold 
  off the forces of the Angels in orbit while ground 
  forces attack Ixindar.  There may even be a side 
  quest that sends the PCs off to Mars to help the 
  rebellion. 
   
   
  When does the Meggidon enter the fray? 
   
  If they enter this story in force, Earth 
  doesn’t stand a chance.  They are an epic level 
  foe and will be discussed in a later supplement. 
   
   
  Are the Angels and Meggidon real? 
   
  Oh yes. 
   
   
  Are the Positive and Negative gates 
  power sources? 
   
  Yes.  The Saints don’t know it but their 
  reactors focus positive energy.   
   
   
  So, the world of Echa is basically formed 
  out of the minds of humans, then why is so 
  screwed up and evil? 
   
  Because so are we… 
   
   
  Where does a campaign start? 
   
  I designed the game so players would 
  start on one side of the planet, in Western 
  Canam and travel, eventually leading across the 
  globe to Ixindar.  It makes a one way trip type 
  quest.  If they start in Euras or Slav, they have to 
  eventually backtrack. 
   
   
  Are there Game Seasons like Alien-
  Fuzion? 
   
  I imagined a four season structure to the 
  Campaign, with focal points to end each one.  
  The First Season works around Canam and ends 
  with the true origin of the Saints and the teaser 
  introduction of the Angels. 
   
  The Second ends with the great battle of 
  Arx-Cis where forces from Limshau and few 
  human armies from Echa and Techa (Selkirk 
  Miners mostly) battle more than 15 000 Orcs and 
  Demons at the Fortress.   
  
   
  234
   
  The Third season begins with Euras and 
  Africa and starts the gathering of forces to battle 
  Ixindar.  The final season would take up entirely in 
  the Demon lands, casting the group in almost 
  perpetual darkness. 
   
   
  Does anyone except for the Angels know 
  the world is a fake? 
   
  Lazarus and Selman know as do a few 
  high HD creatures across the planet.  But no race 
  as a whole knows the truth about the history, or 
  lack thereof, and of magic. 
   
   
   
  Are the Angels right?  Could they be 
  wrong?  Could it be possible that their really was 
  an early age of Magic? 
   
  Of course, a GM can make the Angels 
  wrong and endorse the more positive view that 
  all the magic creatures are right.  Or maybe they 
  are both wrong.  You never know. 
   
  I wrote the story to endorse the Angels’ 
  theory as being correct—that the world of magic 
  65 Million years ago did not exist. 
   
   
  Why place the White gate in space, and 
  behind the moon? 
   
  Cause a found a cool Terragen image 
  that inspired me.  I also liked the idea of making it 
  far away, out of the reach of most people, 
  including our heroes. 
   
   
  So the first Hammer just killed the 
  Dinosaurs then? 
   
  Yes.  The First hammer has no strange 
  properties.  It just happened, striking Mexico.  The 
  Second Hammer struck Russia in Siberia.  It was 
  aimed by the Angels 5000 years in the future but 
  sent back in time by Wizards attempting to save 
  the planet.  If Angels knew what would happen, 
  they would have stopped it. 
   
   
  What happens if the Demons or someone 
  else kills every human on the planet? 
   
  They will still exist.  Humans determined 
  their existence but don’t maintain them.  The 
  gates exist with or without mankind.  Without 
  thought to give them force, they are just 
  untapped evil and good (in case of the white 
  gate).   
   
   
  Can one human change the world using 
  the White Gate? 
   
  No…the gates are influenced by the 
  whole, not by one person.  If the entire planet 
  was gone and only one remained, then she or he 
  could create a world entirely from their own 
  whim.  
   
   
  What happens if someone were to enter 
  the main white gate of Attricana 
   
  If someone were to enter Attricana, they 
  could potentially create their own reality.  They 
  would also know everything about the Earth, be 
  able to tap into al knowledge, and finally meet 
  the true form of Amethyst. 
   
   
  So why does Magic and Technology not 
  work together? 
   
  Cause every techno fantasy melds them 
  flawlessly.  As for why tech and magic clash in 
  the setting, there could be many theories.  
  Maybe positive or negative energy don’t like 
  tech energy.  Or simply, maybe when mankind 
  created the fantasy universe, the whole 
  population believes ethnology failed them 
  secretly.  So they made the rule that technology 
  can’t exist. 
   
   
  Can you enchant bullets?  And why 
  aren’t their more guns? 
   
  Hell yeah, but only TL0 items only.  Bullets 
  can be enchanted the same way as Arrows.  
  Bullets are made by people with the knowledge.  
  Problems is, most of those people ran into 
  Bastions and now are making lasers. 
   
   
  What musical suggestions can you offer? 
   
  When I conceived the story, I kept on 
  listening to alternative tracks.  It came down to 
  four distinct musical cores: 
   
  Adeimus 
   
  Madredeus 
   
  E.S. Posthumus  
   
  Enya 
   
  The remaining contributions came from: 
   
  Vangelis 
   
  Moby 
   
  Lisa Gerrard 
   
  Jocelyn Pook 
   
  As for symphonic, I used almost entirely 
  Hans Zimmer tracks. 
   
   
  How does the story end? 
   
  Eventually, the forces of Ixindar, millions 
  of Orcs, Demons, and Devils clash with the Elves, 
  Dwarves, Dragons, and Humans in the Darklands.  
  Simultaneously, the Saints defend the White gate 
  and Earth from the final attack of the Angels 
  which are trying to close the White gate before 
  heading to Earth to close the black one. 
   
   
  Why did this game take so long to write? 
   
  Its 219 pages long.  Look how big Alien-
  Fuzion is.  I don’t know subtle.  The original plan 
  was for 60 pages….heh. 
   
  
   
  235
   
   
   
  Why only Internet Art? 
   
  I searched for months for good art.  I 
  didn’t want to use any known artists (Chris Foss, 
  Jim Burns, like what I did with Pathfinder).  Instead 
  I sought out online artists and borrowed (most 
  with permission, the others I am still trying to 
  secure) designs that best represented what I 
  wanted.  In gratitude, most of their names are 
  sprinkled throughout the setting in this book.  I 
  tried for consistency, so usually only one artist 
  tackles once concept (The Saint designs are all 
  one guy).  Nathan Campbell for example is 
  responsible for almost the entire look of the 
  Angels (and was the first to give permission to use 
  his artwork…kudos). 
   
   
  Is Amethyst quoting Carl Sagan? 
   
  Darn…found me out.  It seemed fitting. 
   
   
  Is there a connection between the artist 
  and how their names were integrated into the 
  setting? 
   
  NO.  I am no way implying that Piotr 
  Raczek is a Lich!   
   
   
  And Planes? 
   
   
  I have plenty of problems with many 
  spells.  As for planes, I simply could not figure how 
  to put them in the game without totally screwing 
  up the whole setting.  Despite I also hate the 
  whole idea of planes, it was not a huge sadness 
  to cut few spells out.  I did rewrite some (Like 
  summoning), and in the case of one (Gate), got 
  a major boost. 
   
   
  Can a positive gate destroy Ixindar / 
  negative gate destroy Attricana? 
   
  No…they are too large and too 
  powerful.  Only Amethyst can keep the white 
  gate open and / or close the black one.   Using 
  this technique wouldn’t even effect the main 
  gates. 
   
   
  Why is the white gate closing on its?  
  Really?   
   
  The white gate opened so abruptly and 
  forceful with little grace, it was like swinging doors 
  wildly.  The doors bounced and are coming 
  back.  There is no other outside force at work. 
   
   
  If a white gate is made but the main 
  white one falls, what happens? 
   
  Those nearby the small white gate live 
  (those in the field radius).  Everything else 
  vanishes.  The same goes for Negative gates and 
  Ixindar as well—meaning even if the heroes win, 
  there will be most likely some cleanup needing 
  done. 
   
   
  Can the Angels really bring down the 
  gates? 
   
  They are working on it.  The main 
  flagship’s primary cannon, when finally 
  configured can close the doors on both main 
  gates.  It will take a while, anywhere from five 
  minutes to an hour, but the end result will be the 
  same.  There is no fixed time table because this 
  effect would be primarily a story point.  They call 
  is the Lazarus Gun and, if used offensively, will 
  destroy anything in its 500 kilometer path.  
   
   
  Hang on…If the Saint Reactors emanate 
  positive energy and a positive gate can destroy 
  a negative one (and vice versa), then can a 
  Saint Capital vessel slam into a black gate and 
  vaporize it? 
   
  A Great visual and a great moment of 
  sacrifice for a newly rebelling nation, eh?  Notice 
  how I stated the Saint reactors were 
  Gargantuan? 
   
   
   
  Can Saint reactors invert to be Negative? 
   
  No…they are meant to be tapping into 
  positive energy for the purposes of power.  If 
  something were to cause their reactor to invert, 
  the vessel would be flooded with demons and 
  devils and…hey… 
   
   
  The Amethyst Rings are stated to offer 
  Elemental Damage to unarmed attacks.  But it 
  also states that Martial Gunslinger’s weapons act 
  as unarmed attack for Monks.  Does that mean 
  her bullets could channel elemental energy as 
  well?  And what about weapons with the Ki 
  enchantment? 
   
  Yes…and yes, the Elemental Energy will 
  channel through items designed to channel a 
  Monk’s unarmed strike. 
   
   
  With the metric system…are you trying to 
  say something? 
   
  What, that Dragons and Elves will adopt 
  it but Americans will not….NOOO! 
   
   
  What’s the deal of Svendalino Khay? 
   
  The name is the important title, and it is 
  passed on to a new ruler when the previous 
  one’s time nears its end.  No one really 
  remembers what their rulers look like since no 
  pictures are ever made of him.  There have been 
  12 Svendalino Khays…most have been outsiders, 
  none have been related to previous rulers and all 
  forfeit their identities to become the new ruler.  
  
   
  236
  The previous rulers are entombed under the 
  capital building. 
   
  However, the latest Sven made a deal 
  with the Demons to prevent an attack at the cost 
  of human souls that Sven sells to them.  He also 
  wanted to live forever, to fulfill the legend of 
  Khay once and for all.   
   
   
  What’s underneath Isfahan?    
   
  The Rape of Gorganus, an evil artifact. 
   
   
  That explains about two of the Mengus 
  Eyes…What about the third? 
   
  Gebermach should already have it… 
   
   
  What language does Tikal speak? 
   
  French—Kidding!  Its actually an ultrarare 
  speech derived from the natives that used to live 
  there.   
   
   
  What exists under the soil of Matinal? 
   
  A doomsday device similar to the one 
  used at Arx-Cis.  Except this one will crack the 
  planet in two and disintegrate its atmosphere.  
  The Angels never used it, never resorting to that 
  level.  However, if they feel the battle will lose 
  and they will die before retaking Earth, they will 
  find Matinal and activate the device. 
   
   
  What about the other areas of Earth, not 
  listed.  What about islands like Cuba and the 
  Falkland Islands or Antarctica? 
   
  I leave that up to you… 
  …Antarctica should not be an area really 
  explored.  There are secrets there left for a future 
  supplement… 
   
   
  What is the history of “Scarecrow?” 
   
  That is something I will never answer.  I 
  must leave something to the imagination… 
   
   
  Why are there buildings atop Nara:  
  There is an ancient Tibetan Monastery up there, 
  immune to the attacks and wind.  The monks live 
  out their lives immune to the ravages of the world 
  or the passage of time.   
   
   
  What is the fate of Cantis? 
   
  If a PC creates a Cantis ranger, he/she 
  will be the last, as all the followers of Cantis get 
  wiped out when Gebermach emerges. 
   
   
   
  Who is Igg mentioned in the fluff? 
   
  Genai. 
   
   
  What will be the eventual fates of the 
  Bastions? 
   
  Krebet, controlled by Demon corruption, 
  will wage a full war against Porto,.  The subversion 
  is revealed but too late and Krebet is wiped out 
  at the cost of many Porto lives. 
   
  Angels, taking out a potential threat 
  before it blossoms, shatter sierra Madre’s Collum. 
   
  The world watches and doesn’t interfere 
  with an Angel neutron weapon that washes 
  away the population of Mann when the Bastion 
  attempts to destroy York and several massive 
  Echan civilizations with nuclear weapons. 
   
  Motego is struck by a massive dragon 
  attack and its holy council is killed when their 
  tower collapses.  The other two survive.  The 
  bastion changes forever after that. 
   
  Selkirk is never touched but does 
  eventually lend thousands of Miners to the war 
  effort to help the Dwarves when they make a 
  move against the Orcs. 
   
  Porto spearheads the attack on the 
  Demon lands and assists the Saint in the defense 
  of Earth when the Angels attack in force. 
   
  Aviv wakes up and devours the majority 
  of its population.  Refugees make it to Samba 
  and the Halo is forced to cut down the bastion 
  when it starts moving towards the rival Bastion, 
  like a giant ameba. 
   
  York, Angel, and Shang continue their 
  existences unchanged and survive the story 
  virtually safe.   
   
   
   
  And the Echan Kingdoms? 
   
  The Kingdom of SvenKhay almost 
  collapses under demon attack.  The current Sven 
  is ousted when reinforcements from 
  Wyrmsoarkeep arrive to defend the main wall 
  and the truth of the ruler is revealed.  SvenKhay is 
  renamed “Avatar” and Wyrmsoarkeep becomes 
  the new seat of power.  The Kingdom is renamed 
  “Havona”. 
   
  The free armies trying to regain the 
  Artifacts of Amethyst destroy Castle Myre.  Most 
  of the other cities survive relatively intact.   
   
   
   
  Is there anything else I should know? 
   
  The Drow led by Lamaclypse are 
  actually good drow, followers of Pelor.  They 
  keep the façade that they are the worst bunch 
  to keep out the riffraff and prevent retribution 
  from their own kind.   
   
   
   
   
   
   
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Amethyst/Amethyst-Part5.pdf