Atlantean (ancient, circa 80,000 BC)

 

The Atlanteans are the genetic ancestors of Elves. They are technologically and magically advanced yet often cruel, and uncaring. Their empire lasted 30,000 years before succumbing to decadence and the Lizardmen.

Species Name: Atlantean

Type: Humanoid

Physical Traits: Tall, black haired and with light skin (sometimes white) Atlanteans are elegant, aloof and almost cat-like in their mannerisms and habits. The skull is narrow and tapered, the eyes slanted and watchful, their ears tapering to a fine point. The skin is invariably pale in complexion and, to humans, every Atlantean is never less than
striking and otherworldly. Their eyes are a beautiful, deep shade of green. The face is delicate and finely chiselled.

Height: 6-7 ft

Weight: 180 lbs

Abilities: Nightvision equal to normal vision.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 +2, WIS: 3D6 +2, STR: 3D6 -1, DEX: 4D6, CON: 3D6 -2, CHA: 3D6 +2, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 1500 years

Technology: 7

Culture: Xenophobic. More good than evil but not much more. They are an emotional people but restrained in their
demonstration of feelings; they are, without fault, self centred and unconcerned with the welfare of others –
especially humans. Notions such as kindness and cruelty are alien concepts that they find, at best mildly amusing,
but are usually considered an irritation. The pursuit of pleasure is foremost in the Atlantean mind and they
are unrestrained in how that is achieved. Torture, sexual deviancy and the abundant use of narcotics that would
drive humans instantly insane are indulged daily, with no thought for the consequences. Many spend their days in a
drug-induced slumber, reclined on dream couches where they travel to distant realms beyond the prime plane, indulging in activities known only to them. All Atlanteans have the capacity to be sorcerers and at the Empire’s height, many of them were. These days, sorcery is considered too time consuming and complicated to pursue, although most know a few conjurations and how to manipulate them.

Because Atlanteans live for hundreds of years, their view of the world is radically different from most other sentient beings. Atlanteans do not place much importance on short-term gains nor do they hurry to finish projects. Humans see this attitude as frivolous; the Atlanteans simply find it hard to understand why everyone else is always in such a rush. Atlanteans prefer to surround themselves with things that will bring them joy over long periods of time – things like music and nature. The company of their own kind is also very important to Atlanteans, since they find it hard to share their experiences or their perspectives on the world with other races. This is one of the main reasons Atlanteans families are so close. However, as friendship, too is something to be valued, even friends of other races remain friends forever. Though they are immune to a few specific spells, they are captivated by magic. Not specific spells, of course, but the very concept of magic. Cooperation is far more likely to be had from an Atlantean, by offering an obscure, even worthless, (but interesting) magical item, than it is with two sacks of gold. Ultimately, their radically different perspective separates the elves from the rest of their world. Atlanteans find Dwarves too dour and their adherence to strict codes of law unpleasant. However, they do recognize Dwarven craftsmanship as something to be praised.

Atlantean clothing tends to be colourful, and sometimes garish, often wearing gold and silver colours. They produce fine clothes, beautiful music, and brilliant poetry.

Atlanteans are cautious fighters and always use their strengths to advantage if possible. By moving quietly and blending into vegetation for cover, Atlanteans will often surprise a person or party. As long as they are not attacking, the Atlanteans hiding can only be spotted by someone or something with the ability to see invisible objects. The military value of this skill is immense, and the Atlantean army will always send scouts to spy on the enemy, since such spies are rarely caught – or even seen. Atlantean women are the equal of their male counterparts in all aspects of warfare.

Government: Monarchy

Population: 700,000


 

Creating an Atlantean character

Step 1: Attributes
Roll attributes as normal but INT, WIS and CHA gain +2, STR is -1 and CON is -2. Hit points = CON +8, +8 per level. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Atlanteans gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Additionally Atlanteans start with 30 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities.

Ability Cost Notes
Dragon Empathy 5 Atlanteans can establish telepathic communication with any Dragon within his line of sight if he does nothing else in the round. He can communicate to the Dragon that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. He may ask a Dragon to help them accomplish a specific task and if they feel like helping or feel that your goal is worthy, they might. The best route is to try to earn their favour and stay on their good side. And remember just because they don't help you one time, it doesn't mean they won't the next. No Dragon will attack an Atlantean unless first attacked.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 with melee weapons every second level.
Natural Chameleon 5 Using this ability the Atlantean can blend into and render himself nearly invisible in any city or village urban terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He may also move with a minimum of sound, almost as if he's gliding through the water.
Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Resist Sleep and Charm 5 Can resist these forms of influence with a +1 save per 5 WIS.
Sanity Bonus 5 +1 Sanity save at levels 2, 5, 8, 11, 14, 17 and 20.
Sense Hidden 5 Gains +1 per 5 INT to detect a hidden object, door, person, etc.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any but Atlantean classes only.

 

A map of the earth in the Atlantean era can be found here.

Information on Atlantean Classes can be found here.

Information about the city of Atlantis can be found here.

 

Races