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Other Notable Atlantean Structures. Atlantean Oubliette. Stone Obelisk. Atlantean Stone Lions. The Shadow Dimension. Entering the Plane of Shadows. Denizens of the Shadow Dimension. Shadow Wraith. Shade Hunter. Shadow Beast. Shadow Behemoth. Shadow Lord. Shadow Guidelines. This prosperity gave Atlanteans more time to experiment with magic, and in so doing, they learned how to open portals to new worlds via the Rifts. It is ironic, but Atlantean mastery of ley lines and magic, combined with their curiosity, drove them to explore other worlds more than their own. Soon Atlanteans were visiting alien worlds and other dimensions. With new worlds to explore and new knowledge to be gained, Atlanteans all but forgot about the rest of Earth. Only a few excursions were made to other parts of the planet, where they found stone age people and cultures. To these primitive people, Atlanteans were seen as unusual strangers and met with fear and distrust. Others mistook them to be gods.
For Atlanteans, these simple cultures offered little to interest or challenge them, so they spent their time on alien worlds. As a civilization, Atlantean knowledge of science and magic easily surpassed that of Lazlo and Tolkeen of Rifts Earth, and in some ways, may have rivaled the knowledge of the Splugorth. No one else of that era could compete with them. Had the Atlanteans so desired, they could have conquered their home world, but their attention was drawn elsewhere. They had more alluring places to explore. Distant, alien worlds beckoned and Atlanteans answered the call. During the height of Atlantean society on Earth, travel to other worlds was commonplace. And it may have cost them their place on Earth. On Rifts Earth, today, True Atlanteans are known as a people who have lost their ancestral home on Earth.
Their island nation, once thought destroyed, returned to Earth only to fall into the clutches of the monstrous Splugorth and their inhuman minions. The Atlantean people are scattered and spread throughout the Megaverse. Some have managed to settle on other worlds where they live among the indigenous people, while others have tamed alien worlds for themselves, and many remain transdimensional wanders. Nomads who move from place to place and dimension to dimension in search of adventure, knowledge and purpose. True Atlanteans are known as fierce and brave warriors willing to fight and put their own lives on the line to save others, restore justice, avenge the wronged and destroy supernatural evil.
Among these heroes are dedicated groups of True Atlanteans who travel the Megaverse hunting their most hated enemy, vampires and all manner of undead. Their reputation throughout the Megaverse is that they are friends to those in need and an enemy to the forces of darkness and supernatural evil. These noble paladins and Champions of Light challenge tyrants and evildoers, slay monsters, hunt vampires, help the innocent, free the downtrodden, fight for justice, teach and counsel others, inspire and share bits of magic. Despite their reputation as heroes and monster slayers, even heroes of renown are usually willing to help with mundane tasks such as farm work, chopping wood, tending to cattle and doing whatever they can to help.
Nothing is beneath most True Atlanteans. And while it is the heroes and warriors who grab the headlines, many are scholars, teachers, healers, artists, writers, practitioners of magic, and diplomats who try to solve problems with words, high ideals and noble deeds. As a rule, Atlanteans are a proud, yet humble people, haunted by their past hubris which doomed their beloved Atlantis. It is a past that keeps them grounded and soulful thinkers who have learned to look before they leap and try to see the big picture. Though never afraid to take a stand and fight, most use words, The island of Atlantis vanished long ago, but despite the loss of their homeland and being cast adrift through endless dimensions, Atlanteans managed not just to survive, but to thrive. Their traditions, technology, and culture still exist today. Atlanteans have made the sum of the Megaverse their home. Traveling across dimensions as wandering paladins, scholars, healers, and warriors of light.
They are a noble people known to fight supernatural evil and oppression wherever they find them. What few people realize is that the Atlanteans have many secrets. As a society, they are scattered across the infinite cosmos. To encounter a single Atlantean is rare, a group of them rarer still, and finding an Atlantean city is almost unheard of. Few people have been able to tell the tale of seeing an Atlantean city and talk about their advanced healing centers or their vast knowledge of medicine, magic and traveling the universe. While there are many wonderful and enlightening secrets that the Atlanteans are willing to share, there are some dark secrets that are kept hidden from outsiders and even from their own kind.
Many of those secrets are about to be revealed. Carl J. Gleba ~ Who are the Atlanteans? Atlanteans are considered, by many, to be one of the first great civilizations on Earth. Their culture has its roots on an island continent in the middle of the Atlantic Ocean and was old long before the fabled Babylonian and Egyptian civilizations began to rise. At the time, the physiology of Atlanteans was the same as any human of the period, but their culture was far more advanced and steeped in magic. No one knows exactly where they originated or how they arrived on Atlantis, nor how they learned and mastered the secrets of the pyramids and magic.
Even Atlantean history does not go back that far. Many Atlanteans believe they rose from a human tribe somewhere in the Mediterranean and were dimensionally Rifted to the island continent of Atlantis. This may well be true; Atlantis was a place of magic and probably a hotbed of dimensional activity as it was covered with ley lines and nexus points. The early Atlanteans learned how to tame the ley lines by building stone pyramids. As their mystic knowledge of Stone Mastery evolved, so did their pyramids improve. New, better, larger stone pyramids replaced the old, and eventually, grand cities blossomed around them. Magic enabled them to control the weather, grow bet9 Shawn Anderson Order 10 Shawn Anderson Order ideas, strategies and tactics over force and violence whenever they can. It took tragedy and a long time for Atlanteans to learn humility, and to put others first. All Atlanteans are proud of their ancestry, but many would say that as a people, they have come a very long way since the days of Atlantis on Earth.
but some grew large sideburns muttonchops , goatees or mustaches. Even before changing their genetic structure, True Atlanteans seemed endowed with a full head of black or dark brown hair, with baldness being very rare. Modern Atlanteans. As most Atlanteans left Earth with little more than the clothes on their backs when Atlantis fell to destruction, fashions would change considerably. Some clans and families within the clans hung on to the old styles, while others adopted new ones or those of the alien people and worlds they would encounter. Even today, some clans wear the traditional long hair and ponytails and clothing of the past, while others wear animal furs and leather, and others wear modern clothes and fabrics from plastic and ceramics to alien wonder-fabrics. Whatever style strikes their fancy is what they wear. However, boots, capes and cloaks, long and short, never seem to go out of fashion for True Atlanteans. Atlantean priests and practitioners of magic tend to wear robes with vest-like upper body pieces, ornate belts and girdles, or strips of cloth that may hang from the shoulders or waist, bracelets and armbands.
Many favor Egyptian style mantles and necklaces around their necks as well as magical talismans and armlets or leather bands. But again, True Atlanteans wear a wide range of clothing from ultra-modern to what may look like the garb of an ancient culture, particularly those with an ancient Egyptian or Persian flair. Modern and ancient dress. Some wear a combination of modern and ancient styles of clothing and equipment. Say, modern boots, pants and belt with a holster for an energy weapon, the body protected by a Naruni force field, or partial to full high-tech body armor, but some also wear an ancientstyle leopard or wolf fur cape and leather or metal vambraces on the forearms, or something that resembles a traditional Native American or Mayan vest, shirt or jacket.
Along those lines, True Atlanteans traditionally like to wear gold jewelry, talismans, amulets, charms, bracelets, vambraces, mantles and ornamentation. Only Undead Slayers and Tattoo Defenders seem to have changed very little from their past. They wear leather breeches and vests to allow them quick access to their tattoos, although most combine them with Mega-Damage leathers and light armor to wear mixed with modern weapons and equipment, amulets and talismans. Atlantean Society Atlantean culture, before the loss of Atlantis and their civilization, was a democratic society.
They believed in freedom of expression, morality, fairness, and the accumulation of knowledge. Social status in old Atlantis often fell into economic classes of the lower middle class, upper middle class and the wealthy. For Atlanteans, there were no poor, not really. Thus, family standing was an important matter of perception and influence within Atlantean society. It was less about wealth and more about what accomplishments and prestige the family had to its credit that elevated a family clan. Local communities would have large gatherings where numerous families would meet to discuss who had accomplished what. In the end it was friendly rivalries that propelled Atlantean society to improve itself as a whole.
That remains true to this day, despite being scattered all over the Megaverse. The tradition of family accomplishment and corresponding prestige continues, and compels many to greater and greater feats of heroics, derring-do and acts of charity. The Island Continent of Old Ancient Atlantis was an island nation. Temperatures were moderate, on par with Greece or Spain, the soil good for crops, and the land a mix of forest, lowland plains and forested mountains. Only the northern mountains would receive some snow during the winter, while the rest of the island received seasonal rain. Weather influenced Atlantean dress and style. In ancient Atlantis during the warm summer months, loose-fitting clothing was favored. Women often wore colorful, light dresses or skirts with loose-fitting blouses. Having access to other dimensions, it was easy to obtain cotton, silk and exotic fabrics, as well as dyes and pre-made, colored clothing not normally available on Earth.
Most women preferred their hair long, and for many generations it was the fad to not cut the hair and let it grow to below the waist. This has changed with a more pragmatic approach for dimensional travel and modern styles. Men of the time wore short leggings or kilts. Long pants were almost unheard of back then, and only worn in the winter months. Men preferred open vests or loose-fitting shirts. They too enjoyed colorful clothing, though most seemed to wear solid colors where women wore clothing with patterns or prints as well as solid colors. Men let their hair grow long, but it was trimmed and narrow in the back, worn loose or pulled into ponytails and braids or as dreadlocks. Most were clean shaven. Full beards were a rarity, The Vampire Scourge Today, True Atlanteans are seen as heroes and noble sages filled with wisdom and insight. Atlanteans were not always that wise.
Or heroic. In fact, some might have considered them arrogant and naive to not have thought that building bridges to other dimensions and alien worlds would not be fraught with danger. Generations of dimensional travel was a boon to Atlanteans. They traveled to many worlds, met many people and learned a wide range of magic and science. They made friends with the likes the Chiang-Ku dragons, and made acquaintance with the Minions of Splugorth, Prometheans of Phase World and the people of the Three Galaxies, among others. Of course, there were some dangerous encounters along the way, but there would be one that would change the Atlantean culture forever. At one point, there must have been intelligent life on the planet because there were ruins of massive cities that appeared to have been devastated by nuclear war or other holocaust.
Much of the world appeared this way, but the damage was clearly done hundreds or even thousands of years in the past. Even the sky of this dead world let in little sunlight. Atlanteans spent years exploring what they called the Fallen Earth — as they believed this world to be an Earth-like cousin to their beloved home world in another dimension. At one point, the world must have been a paradise and home to an advanced civilization. The Atlanteans found signs of advanced technology, advanced medical facilities and even the capability to travel in spacecraft. One discovery surprised and excited the explorers more than any other: a large, metallic dome two miles 3.
The dome was made of an unknown material that channeled magic out and away from whatever was inside of it. When it was touched by one of the Atlantean team members, a telepathic message was delivered to everyone on the team. It was a desperate plea for help. The being inside claimed to represent the sole survivor of this planet. It was starving to death and too weak to move. It needed help or it would die. Even its thoughts seemed weak. The being claimed to have been put into the dome with others to protect them, but only she had survived, and not for much longer. She appeared intelligent and suffering. More Atlanteans were brought in to devise a way to free the creature trapped inside.
All members of the group felt a strange sensation and assumed it was from being touched by the psychic emanations of the being inside the dome. It made them all the more compelled to free her before it was too late. Some stories suggested there were at least a thousand Atlanteans on hand to rescue the being. Only a few argued against the idea, and they were ignored. What the Atlantean explorers could not know was that the dome imprisoned a monster — a Vampire Intelligence! When they finally broke into the dome, hundreds of them became the first victims of the starving monster that had been locked inside.
The rest fell under its thrall and were turned into vampire servants. A few were made into Master Vampires, the rest into Secondary Vampires, but all were made to serve the Vampire Intelligence and spread its essence to new worlds. The creature had indeed been on the verge of dying, trapped for millennia at great cost to the people of this dead world. A people who decided it was better to destroy their entire race than let the vampire plague spread to other worlds. It was the least they could do for having unwittingly exposed their planet and other worlds to the horror of vampirism. Now, thanks to the blind folly of the Atlantean explorers, the Endless Hunger had been set free again, and this time it would not need spaceships to reach new worlds. It had Atlantean stone pyramids and the Rifts. The Atlantean rescuers, turned into a small army of vampires, used the pyramid they had erected nearby to send vampires to a dozen worlds, including Earth.
For the first time, Atlantis was being invaded by supernatural evil that they themselves had unleashed. On ancient Earth, the vampire invasion began with a whimper in the night. As always, the vampire infestation began quietly and unnoticed. The people of Atlantis had heard of vampires and dealt with the occasional extra-dimensional invader, but had nev- er encountered the undead in large numbers nor as the target of a full-blown invasion. The goal of the vampires was, of course, to create more their kind. Enough undead to give the Vampire Intelligence the ability to come to Earth and raise an unstoppable legion of vampires to claim the planet.
Ancient Earth was fairly rich in magic and filled with human prey to feed upon, so it was a good target. When the Atlanteans finally realized what they were dealing with, they and their Lemurian allies launched a massive counterattack. First, all stone pyramids were disabled to keep the monsters from escaping the island nation to other parts of the planet, as well as to prevent them from traveling to other worlds via the ley lines and Rifts controlled by the pyramids. It was too late. Vampires had already scattered around the globe as well as upon an undetermined number of worlds via Atlantean stone pyramids. It was a mistake they vowed to rectify. It would take decades to cleanse the Earth of known vampire threats.
The problem was that the undead could go into hibernation and hide for as long as needed. Still, the Atlanteans were relentless in their mission. When they felt they had purged all or most of the undead from their own world, they prepared to go on the offensive across the dimensional vale to hunt vampires wherever they had inadvertently allowed them to spread. Their first stop, the Fallen Earth, but the Vampire Intelligence was gone. Worse, they learned that legions of vampires were spreading across a number of the worlds the Atlanteans had visited prior. The Atlanteans were more determined than ever to hunt down and destroy every vampire and the thousands of undead each had created in turn.
More than that, having witnessed firsthand the harm a single vampire could do, and how vampirism spread like a plague, they vowed to wipe out the undead wherever they found them. Thus, the Atlantean Undead Slayer and vampire fighting magicks and weapons were developed. They would stop what they had unleashed and make things right as best they could for however long it took. Were Atlanteans responsible for unleashing the vampire menace upon the Megaverse? No, of course not. Vampires are a demon plague that has haunted mortals across the universe for ages, long before the Atlanteans ever existed. The noble Atlanteans intended to correct that mistake and resolved to make all undead pay the ultimate price.
The Vampire Crusades would last generations. Some would argue that they continue to this day, as most True Atlanteans consider the undead and demonkind, in general, to be their mortal enemies and destroy them whenever they are encountered. Any True Atlantean who does not take direct action against the undead brings shame to his family. Thus, all Atlanteans are vampire hunters by legacy of birth, and every one of them is taught at least the basics of how to fight and kill the undead. It was during the period of the Vampire Crusades that True Atlanteans may have made some rash decisions that would compound their cultural guilt.
First, the Atlanteans of the time believed they had freed the source of all vampires upon the Mega12 Shawn Anderson Order verse. Not true. It was an ancient and powerful being, but it was not the first or only one of its kind. Second, finding and destroying vampires and the godlike monsters that create them became a cultural obsession. In their zeal and unwillingness to let any undead escape their wrath, the Atlantean Undead Slayers sometimes slaughtered entire villages, including the innocent. Anyone suspected of being a vampire, willing servant or vampire collaborator was put to death. Entire villages, cities and sometimes even entire worlds were destroyed to stop the vampire plague.
Like the planet they had dubbed Fallen Earth, they would consider decimating an entire planet. If a world could not support humanoid life, the vampires would eventually starve and perish. It was as a terrible last ditch option in a scorched earth campaign, but it was proven to work. Third, the Vampire Crusades became such a cultural obsession that it drove the Atlanteans to alter their own genetic structure. It took many years of experimentation in alchemical magic, but Atlanteans found a way to tweak their DNA enough to make themselves immune to being transformed into the undead. This made them the perfect vampire hunters. Of course, there were other consequences for this alteration of their genetic makeup, but it was all acceptable if it enabled them to right their terrible wrong. What kind of consequences? The kind that have an impact on a people who rely so heavily on magic.
For one, with the exception of Tattoo Magic, Atlanteans are insulated from all types of physical transformation. They cannot be metamorphed or physically altered by magic. This change to their DNA also makes it impossible for the so-called True Atlanteans to have children with anyone other than with fellow True Atlanteans. Though they started out human and still look every bit human, they cannot mate and bear offspring with humans. They are a new and different breed of human. Not so distant cousins who shared a common lineage before taking a sharp turn. This is one reason it has taken True Atlanteans so long to rebound from the disaster of Atlantis vanishing.
When all was said and done, the Vampire Crusades officially lasted for fifteen generations. How many True Atlanteans died fighting the undead and demons during the Crusades is unknown, but it was thousands. Perhaps hundreds of thousands. The Atlanteans were becoming a people obsessed. It might have destroyed them were it not for friends like the Lemurians, the Chiang-Ku and Prometheans who helped snap them out of their consuming madness. It would take many more generations before True Atlanteans were finally able to put their tragic mistake behind them, but not the guilt. Most realized what had happened would shape their destiny. Offering aid and trying to help others is at the core of all True Atlanteans.
Not recognizing the evil that had tricked them into setting it free into the Megaverse was a mistake that would not be repeated. Every generation of True Atlanteans since is trained to recognize and battle the undead, and they often stand against other evil supernatural beings. Over the eons, this has turned True Atlanteans into a symbol of redemption and hope for the living, and a symbol of retribution and doom to vampires. All True Atlanteans live with the shame and guilt of their ancestors, but now do so with heads held high, knowing that they have made up for the sins of their forefathers and serve as the vanguard against vampirism and the undead.
Most Atlanteans tell their children tales and parables about the Great Mistake, the Vampire Scourge and the Vampire Crusades. Even those scattered across the Megaverse far from home are taught these stories. Many of the tales are personal, with an ancestor at the center of the story. Some are tragic, some have happy endings, but all serve as a reminder of what the Atlanteans have become and why. These stories are sacred and secret, told only to Atlantean children and seldom to outsiders. The guilt is for them and them alone to bear, their shame is not to be shared with others. Thus, what drives Atlanteans to fight vampires and supernatural evil remains one of their greatest secrets. Marks of Heritage It is well known and acknowledged that it was the Chiang-Ku dragons who taught True Atlanteans the secrets of Tattoo Magic. What is not known is that ancient Atlantis was a safe haven for this rare species of dragon and friends to the people of the island nation.
Information about magic tattoos was shared freely and known across Atlantis, but not initially embraced by everyone. Atlanteans prided themselves on their perfectly sculpted bodies and it was not common for Atlanteans of old to cover themselves with tattoos. That slowly changed as Atlanteans increased their excursions across dimensions and to alien worlds. By the advent of the Vampire Crusades, magic tattoos had become a requirement. Having a tattooed warrior or even a few Atlanteans with one or two tattoos often made the difference between life and death for the vampire slayers. The Aerihman Clan receives the credit for establishing the tradition of the Marks of Heritage.
They would redeem the name of their people by hunting this monster and the undead it created and spread like a plague. They would make things right, and beckoned all Atlantean clans to join them in this crusade. Before going off on the crusade, the Aerihman warriors received a pair of magic tattoos that represented their clan, gave them a weapon and protected them from the mind control powers of vampires. It also served to identify them when they fell in the field of combat. People would know the clan that fought against the devouring darkness to the end. Many children and clansmen honored their brave family members by getting the same tattoos. Fighting in the Vampire Crusades would quickly become a badge of honor and redemption for all Atlanteans, and wearing the tattoos a way to proudly display their respect and to honor of their fellow clansmen, many of whom would fall in combat. So it was that the tradition of the Marks of Heritage began.
The Vampire Crusades also mark the time when True Atlanteans stopped being dimensional explorers and observers, and became members of the collective people of the Megaverse — human and otherwise. Argos is the one known to most people, but Solaria is a closely guarded secret and has the larger Aerihman population of the two. Aerihman have a tendency to be ruthless and self-serving, especially in regard to what is best for their own clan. They are driven by their convictions to the point that too many are willing to do violence in the name of righteousness, justice and the Aerihman clan. Such ways are the danger of zealots who believe their views are best or the correct one, and need to be imposed upon others for their own benefit, whether they like it or not. Those who do not believe must be made to believe — or at least made to comply — by any means necessary, no matter how terrible.
Those who do not acquiesce, must be pacified. And to the Sunaj, subjugated or eliminated. Anyone who stands in their way is regarded as a fool or obstacle to be removed. All of this is deemed necessary, in part, to avenge Atlantean honor, recapture Atlantis for Atlanteans, and to take their place as the rightful leaders of the people of Earth. They see Clan Aerihman as bold heroes who represent the future for all Atlanteans, because they have the will and discipline to take on the Splugorth to reclaim Atlantis and the Earth. It is this sense of purpose and destiny that has come between the Aerihman and their Atlantean brethren in other clans. Most Atlanteans have given up on ever taking Atlantis. More importantly, they have moved on. Atlantis and Earth hold a special place in their hearts because it is their place of origin, but that was thousands of years ago. They see no reason to sacrifice the lives of god only knows how many Atlanteans and allies in a symbolic effort to reclaim Atlantis from the entrenched and supremely powerful forces of the Splugorth.
This outlook is the chief source of contention and resentment between the Aerihman and all other Atlantean clans. From the meekest to the most malevolent or maniacal, Aerihman clansmen are fiercely loyal to their clan and all like-minded clan members. This makes Aerihman outspoken malcontents among the Atlantean people. The hard driven Aerihman are fine with following their own convictions without the support of their fellow Atlanteans, confident that history shall prove them right. On the left wrist is a long sword enveloped in black flames with the hilt being a silver cross. The Flaming Sword is an M. weapon in Mega-Damage settings. Clan Estimated Size: Lord Aerihza estimates his total clan population to be 7. The rest are scattered across the Megaverse, with many in the Three Galaxies and some on Rifts Earth, plus those serving as Minions of Splugorth as the Sunaj also on Earth and scattered across the cosmos. Clan Status: Infamous. The Aerihman are notorious for being aggressive, disciplined, warlike and secretive, as well as the sworn enemy of the undead and demons.
Clan Notoriety: The Aerihman Clan is well known to all Atlantean clans as it has a long history that goes back millennia before the Vampire Crusades. Clan Aerihman is known for their aggression and warlike ways, past and present. Even today they are regarded with a certain amount of trepidation and concern by other True Atlanteans who know the Aerihman do not agree with the more peaceful culture of most other clans. The Aerihman are in a sort of self-imposed exile, refusing to attend clan gatherings in the last century. It is a gesture of defiance directed at all the other clans for refusing to engage in a bloody campaign to try to take back Atlantis and reclaim Rifts Earth in the name of Atlanteans and humanity.
Through a network of contacts they have made it known that they are actively looking for the people responsible for killing 1, Aerihman. This is all a charade by their clan leader Lord Aerihza, who, as the head of the secret Sunaj Illuminati, is responsible for this terrible slaughter of his own people. For him, the end justifies the means, and their deaths serve a nobler, 18 Shawn Anderson Order Clan Outlook on Rifts Earth: Earth is their home world and heritage. Most believe it is their destiny to some day reclaim Atlantis and Earth for all Atlanteans. They are willing to consider extreme measures to claim it and finally have one nation for all people. They cannot stand the idea that Atlantis is in the clutches of demons and monsters, and do not understand why other clans do not share their conviction on this.
Bonuses for Clan Aerihman: There is a much higher percentage of individuals with psionic abilities. Very early on, the clan put in place a eugenics program in which they engaged in deliberate, controlled breeding to increase the occurrence of psionics in their offspring. That campaign of careful selection via arranged marriages over several millennia produced impressive results. The practice is less formal but continues to this day. Aerihman Clan Psionics: When creating a character who is member of the Aerihman clan, roll on the table below to determine the level of psychic ability; most are Minor or Major Psychics. This is subject to the approval of the Game Master and the desire of the player. For example, if the player does not want to play a Master Psychic, he can decline to do so and take the next step down to give his character Major psionic abilities and select an O.
that is not a psychic. such as a Mind Melter, Mind Bleeder, Burster, Zapper, etc. that the Spartan-like Aerihman have always lived by a military standard and tradition. An Earth equivalent might be the Spartans and Athenians of ancient Greece; one wise and hardened to the ways of war, the other more peace-loving and attuned to the arts and scholarly pursuits. In this case, the Aerihman are the Spartans and the rest of the clans are the Athenians. For the Aerihman, combat and aggression are instruments of defense and justice as well as power and acquisition. War is viewed as an inevitability not to be feared, but to be anticipated and fought for the best possible outcome. In that regard, the Aerihman use war as a weapon to get what they want. War and the threat of aggression are used to leverage and conquer enemies and rivals, to obtain new lands, dominate worlds and acquire power. They saw their destiny to be the rulers of Earth and shepherd the lesser people into civilization.
Atlanteans were superior, after all, in every way. None of the primitive and fledgling civilizations of the era could stand against the combined might, magic and technological superiority of the Atlantean clans. The destruction of Atlantis, they said, was the hand of destiny pushing them to their inevitable place as world leaders — demigods even. The savages on foreign shores could be made into loyal servants of Atlantis. Atlanteans would be doing them a favor, raising them up out of barbarism, educating them and making them part of something grandiose. The continents that would later become known as Africa and Europe, the Aerihman would use as the launch points for global conquest and the creation of New Atlantis. Together with the other clans, they could reshape the world and make it a better place, despite the dropping levels of magic. The Aerihman plan for world domination was squashed by the other clans who would not have it. The Atlantean majority believed they had peacefully convinced the Aerihman to give up such ideas, but that was not the case.
It was only as magic levels dropped to almost nothing that the Aerihman clan decided abandoning Earth was, indeed, the smart, strategic maneuver, lest they be forced to completely forsake magic altogether. On other worlds where magic energies were strong, Atlanteans could advance magic and technology, and continue to explore alien worlds and dimensions, but they always planned to someday return to Earth. It was the smart and logical choice. Over the millennia, rumors circulated among other clans which spoke of war parties within the Aerihman clan returning to Earth, and successfully conquering people and raising impressive city-states and civilizations. Such campaigns took place before the modern civilizations of China, Egypt, Greece and others rose into prominence. Forgotten civilizations that have since been wiped from the annals of known history on Earth.
Stonehenge, the Sphinx, and some other ancient ruins, stone megaliths and ancient relics uncharacteristic of the era may be evidence of the existence of Aerihman True Atlanteans who returned to Earth. Of course, no one knows what evidence of these ancient campaigns may rest in the hands of the Aerihman themselves. Case in point, the following excerpt from a secret journal in a secured Aerihman archive reads: Aerihman History Of all the Atlantean clans, the Aerihman are noted for being the greatest warriors, vampire hunters, and the most militant. They have the largest number of Tattooed Defenders and Undead Slayers of any clan, and they produce the largest volume of Atlantean weapons and armor.
They also have some of the largest and most densely populated Atlantean cities. Clan Aerihman keeps their population numbers a closely guarded secret, however, and only clan leader Lord Aerihza and a few of his top people know the clan numbers into the millions. Many clan members can trace their lineage back to before the Vampire Crusades. Hundreds of thousands of Aerihman took up the Crusade and lost many family members and clansmen in the campaign. They were especially hit hard when one of their early bases was overrun by the undead. According to legend, a Necromancer who commanded a legion of dead and was in league with vampires attacked without mercy. The Aerihman clan became very adept in waging war against many enemies, not just the undead, and have passed all they have learned on to future generations.
As time would pass, it would be the Aerihman who would be the defenders of Atlantis whenever it was in danger. When the Atlanteans had to take a battle to another dimension, the Aerihman clan often led the way. the effort is lost. The enemies have managed to break our lines in several surrounding countries and our last stronghold is sure to be next. The human puppet in charge of our once impressive forces has faltered, despite 19 Shawn Anderson Order 20 Shawn Anderson Order the superior technology we have given him. He and his leaders no longer take our advice. All is lost. It is simply a matter of watching it all play out as our perfect plan falls apart. Our effort on the other side of the world is also being pushed back.
I could lie and blame others for my failure, but I will only speak the truth. I underestimated them and the others who have sworn allegiance to us. I would not have believed that these savages could have advanced so quickly in only a few decades. Not only did they manage to keep pace with the technology we had provided, they managed to outstrip us and push us aside. Now, they have the upper hand. Original art are one-of-a-kind items, and so when they are gone similar the TMNT sketches and Rifts® illustrations , they are gone. Many other offerings are signed, limited editions or are items that have been sold out for some time.
I'll continue to pull things out of my personal collection and Palladium archives. A bunch of toys accept been added to my online store with more to come. More collectibles, artwork and toys are added almost every calendar week. Palladium collectibles, hardcovers, out-of-print titles, original artwork, and toys and items from my personal collection are on my ebay store. We add items on a regular ground and offer sales, so cheque it out from time to time. Includes one-of-a-kind original artwork, prints, Rifts ® and Robotech ® artwork past Kevin Long, me and others. At that place is also a range of limited editions, rare volume titles and limited edition hardcovers, toys and more available with frequent new items added.
Take a look every weekend or two for new items added. Savor your weekend and delight remember to hug your fathers and let them know important they are to you lot. Game on. At the epicenter of the invasion is N America. If either of the 2 rival demonic forces succeeds in conquering the continent, the rest of the world shall follow and World will be annexed to Hell. The demon hordes believe no 1 can cease them. The Coalition States has something to say about that. For the first time in history, the Coalition States, Northern Gun, the Manistique Imperium, Lazlo, New Lazlo, Free Quebec, the Cyber-Knights, Lemurians, True Atlanteans, D-Bees, mages, mercs and many, many others stand together against a common enemy.
Meanwhile, the Splugorth of Atlantis, Archie Three, the Republicans and the Vanguard engage in their ain shadow state of war against the invading demon hordes, and each other. Rifts®, Splicers ® and more awaits you in The Rifter® And some fabric is official. Every issue of The Rifter® is an idea factory for players and Game Masters to generate new ideas and detect new avenues of adventure. It provides useful, ready-to-go source material you tin only drop into your ongoing games. A doorway to new possibilities and numerous Palladium role-playing worlds. And the many new characters, O. s, powers, magic, weapons, villains, monsters, adventures and ideas for one setting can be easily adapted to any Palladium setting. Every upshot has material for Rifts ® and at least other Palladium game lines. And don't forget, most of the fabric can be easily adjusted for use in Whatsoever Palladium game setting. Rifts®, Splicers ®, mutants and much more awaits you in The Rifter® New Coalition armor, ability armor, robots, combat vehicles, and related material.
The Republicans determine to brand their movement while Archie Three is waging his own shadow war confronting the demonic invaders. The issue unleashes a menace Archie has kept contained and locked away for years. And he is not happy about it. State of war has aught to practise with morality or justice. It's all most winning or dying. Nosotros cannot bind our hands with high ideals, even our own, or worry about the laws of renegade nations or the rights of alien people. We must fight fire with fire. And y'all are the match. The Disavowed are so Tiptop Secret that their existence is known merely to a handful of the Coalition States' most aristocracy, top echelon, with Joseph Prosek Two the mastermind behind the Disavowed performance, and Colonel Lyboc its shadowy face.
Discover out who these men and women are. How the Disavowed go away with using magic, traveling to other parts of Rifts Earth and even to other dimensions in pursuit of enemies and strategic information that cannot exist had through conventional ways. Learn most the secret parameters in which these hard-boiled warriors, secretly hand-picked by Joseph Prosek II, operate, why nearly every mission is considered a suicide mission, and why they must forever be the Disavowed. For the beginning time ever, the unabridged issue of The Rifter® 73 is "official" source textile for Rifts®, Palladium Fantasy RPG®, Splicers® and Dead Reign ®, plus news, coming attractions and more. It is a great mode to kickoff Palladium's 35 Year Anniversary. Every issue of The Rifter® is an thought manufactory for players and Game Masters to generate new ideas and find new avenues of adventure.
It provides useful, set up-to-become source material you can just drop into your ongoing games. A doorway to new possibilities and numerous Palladium part-playing worlds. s, powers, magic, weapons, villains, monsters, adventures and ideas for one setting can be easily adjusted to whatsoever Palladium setting. Every issue has textile for Rifts ® and at least ii-iii other Palladium game lines. And don't forget, virtually of the material can exist easily adapted for utilize in ANY Palladium game setting. True Atlanteans are descendants from Earth's by. The survivors of the sinking of Atlantis really a dimensional mishap and travelers of the Megaverse, wielders of Tattoo Magic and other lost mystic arts. Most people regard them as heroes, just are they?
The Sunaj Assassins are mythic villains feared by all, yet they likewise are True Atlanteans who serve dark forces. This is the original Palladium RPG® sourcebook Half dozen that utilizes Beginning Edition rules. That said, it is very like shooting fish in a barrel to adapt for utilize with 2d Edition rules. Learn about forgotten Crystal Magic equally powerful as Rune Weapons , the Church of Scar, the legendary Circumvolve of Accented Elemental Ability and frightening prophecies about the end of the world. This has been a secret projection of Kevin Siembieda's that he has been plotting and writing in what little spare time he has.
The Garden of the Gods is said to be a holy identify watched over and even frequented by the avatars of the gods. According to legend, the god may visit heroes and followers in dreams or in person by an avatar of the god, to be given guidance, inspiration, heroic quests, and gifts of noesis and magic. More details well-nigh this championship will follow. Spring or Summer release. Can you survive the Zombie Apocalypse? Find out by playing Dead Reign ®. The results may surprise you. The Great Cataclysm has devastated civilization, simply humanity fights for survival. The struggles of civilian law enforcement, fire and rescue, and everyday men and women are some of the most epic tales to be told in a world gone to hell.
They fight monsters, aliens, the paranormal, the elements, and each other, all with the hope of reclaiming their lives from the Chaos. If yous love Robotech®, you want to take a look at this game. Beautifully detailed game pieces of your favorite Robotech® mecha, and fast playing rules that capture the Robotech® experience in a new, heady fashion. And this is simply the offset. We have so much more than planned for the years ahead. This is the game Robotech® fans have wanted for decades. Two or more players can appoint in small-scale squad skirmishes or scale up to massive battles. Relive the clashes of the First Robotech War, engage in stand up-alone tactical games, or use the dynamic game pieces to raise your Robotech® RPG experience. Or just collect your favorite mecha from an expanding range of acme-notch game pieces.
Get yours at present, so you can build your armies and have them ready when Wave Two is released. Here are the SKUs and retail prices:. This is a great resource for getting out of print Palladium titles and other select books. Nosotros've made more than than PDF products available for digital download from DriveThruRPG. com , as well as Fantasy Newspaper Miniatures, Game Master resources and other good things with more to come up. This is a swell way to try Palladium products and go access to out of impress RPG source material. Some notable titles include:. Palladium Books does non have to be an exhibitor at a convention or be counted amongst the guests to back up that convention.
Looking for a prissy medium-sized convention of effectually 2, gamers? Then consider GrandCon in Thousand Rapids, Michigan. It's only about 2 hours and fifteen minutes from Westland, and even closer for folks living in Livonia, Plymouth, Novi, and cities further west. Ideal for any Michiganders and gamers living in Illinois, Indiana and possibly even Wisconsin and eastern Iowa. I Kevin Siembieda am a invitee along with Sean Patrick Fannon, co-writer of Savage Rifts ® for the Savage Worlds game organization , and many other guests. All of us will exist nowadays to chat with gamers and sign books. I am thrilled to have a rapidly growing game convention like GrandCon in western Michigan, and they have even bigger plans for Michiganders, help support this convention.
We need and deserve a big gaming convention in our state. Rifts®, The Rifter®, RECON®, Splicers®, Powers Unlimited®, Palladium Books®, The Palladium Fantasy Office-Playing Game®, Phase Globe®, Nightbane®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Coalition Wars®, Chaos Earth®, Expressionless Reign®, and Later on the Bomb® are Registered Trademarks of Palladium Books Inc. Robotech® and Robotech® The Shadow Chronicles® are Registered Trademarks of Harmony Gilded USA, Inc. This printing release may be reprinted, reposted, linked and shared for the sole purpose of advertisement, promotion and sales solicitation. Riftsâ® Dimension Book Secrets Of The Atlanteans Pdf Download UPDATED Edit.
Riftsâ® Dimension Book Secrets Of The Atlanteans Pdf Download By Kevin Siembieda Working away on many fronts. UPDATE: Rifter ® 74 — in final production — End of June or early on July release All the articles for The Rifter® 74 have been selected and artwork assigned. UPDATE: Rifter ® 75 — in product — July release Manufactures for The Rifter® 75 are being selected. New CS weapons and gear. New CS SAMAS and power armor. New CS robots and combat vehicles. More good stuff of all kinds! UPDATE: Savage Rifts ® for Savage Worlds ® Nosotros continue to corroborate finished fine art and pattern elements. Two free Chaos Earth® Resurrection previews and many other previews. Rifts® Coalition Wars®: Siege on Tolkeen series — all six titles. Dead Reign® RPG titles. The Zombie Apocalypse is yours to role-play with the Dead Reign® RPG. The core rule book and all sourcebooks are bachelor now. The Rifter® issues one Palladium Fantasy RPG® Paper Miniatures — Volumes 1-vi are available now.
More are coming in the weeks alee. kits, and more. Much more to come in the weeks ahead. NEW on DriveThruRPG. Male and female newspaper minis for the original Rifts® Men at Arms classes: Crazies, Combat Cyborgs, Cyber-Knights, Headhunters, Juicers, Merc Soldiers and Robot Pilots. Available at DriveThruRPG. Need Coalition troops to chase downwardly D-Bees, eliminate magic or fight your heroes in your Rifts ® tabletop game? Vampire S - Rifts - World Book 08 - Japan - PALP - Flip eBook Pages Rifts- Adventure Sourcebook- Chi-Town Burbs 1- Forbidden K Rifts- Adventure Sourcebook- Chi-Town Burbs 2- Firetown The Tolkeen C Rifts- Adventure Sourcebook- Chi-Town Burbs 4- The V Rifts- Adventure Sourcebook- Mercenary A Rifts- Adventure Sourcebook- Rifts Index Adventures- Volume O.
Rifts dimension book 15 secrets of the atlanteans pdf. Palladium Games Rifts Software - Free Download Palladium. Savage worlds rifts pdf torrent - Australia Examples. PDF Palladium rifts pdf download full. PDF Warning! Acces PDF Rifts Rpg heroes, dimensional travel, magic, monsters, and more - in a wild, post-apocalyptic. RIFTS- Secrets of the Atlanteans - Sci Fi City. Rifts World Book Two- Atlantis is another of the excellent settings in the Rifts role-playing games genre. It can be the starting setting for novice campaigners or an extension for established parties exploring the world after the apocalypse. Like all of the books coming from Palladium, Atlantis is richly illustrated. From publisher blurb- True Atlanteans are among the most mysterious and storied heroes across the Megaversereg. Forced to flee Earth more than 15, ago when Atlantis was lost, they have traveled the cosmos in search of new wonders and knowledge, and to wage war against supernatural evil.
Rifts- Dimension Book 14 The Thundercloud Galaxy. Rifts- Dimension Book 15 Heroes of the Megaverse. Rifts- Mercenaries. Rifts- Shemarrian Nation. Rifts- Sourcebook 1- Rifts Sourcebook. Rifts- Sourcebook 2- Mechanoids. Rifts- Sourcebook 3- Mindwerks. Rifts- Sourcebook 4- Coalition Navy. Rifts- Sourcebook 5- Bionics Sourcebook. Rifts- Sourcebook Merc Ops. Rifts- Ultimate Edition Main Book. Rifts- World Book 1 Vampire Kingdoms. Rifts- World Book 2 Atlantis. Rifts- World Book 3 England. Rifts- World Book 4 Africa. Rifts- World Book 5 Triax and the NGR. Rifts- World Book 6 South-America. Rifts- World Book 7 Underseas. Rifts- World Book 10 Juicer Uprising. Rifts- World Book 11 Coalition War Campaign. Rifts- World Book 12 Psyscape. Rifts- World Book 13 Lone Star. Rifts- World Book 14 New West. Rifts- World Book 15 Spirit West. Rifts- World Book 16 Federation of Magic. No files in this folder.
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WebRifts- Coalition Wars 2 Coalition blogger.com Rifts- Coalition Wars 4 blogger.com Rifts- Conversion Book 3 Dark blogger.com Rifts- Dimension Book 1 WebRiftsâ® Dimension Book Secrets Of The Atlanteans Pdf Download UPDATED Riftsâ® Dimension Book Secrets Of The Atlanteans Pdf Download By Kevin Siembieda WebJun 4, · This box is a note. You can add and remove as many boxes as you want. Boxes can be used to display things like location info, store hours, pictures, ads, etc WebDownload This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report WebFile Name: rifts secrets of the blogger.com Size: Kb Published: Working away on many fronts. As you can see from this Update, this has been a very, Download Rifts - Dimension Book 15 - Secrets Of The Atlanteans Type: PDF Date: July Size: MB Author: Jim Briggs This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA DOWNLOAD as PDF ... read more
Written by Jason Richards. Written past Thomas Bartold. All members of the Sunaj Illuminati, be they hardened killer, mage or average citizen, are willing to fight to the death or take their own life to prevent capture and revealing damaging information under duress. A dark influence, some claim the pursuit of Shadow Magic casts a smoldering darkness over the hearts of those who use it. Like Atlantean Nomads who wander the Megaverse looking for adventure and new experiences, Sunaj raider cells sometimes roam the dimensional travel lanes and hot zones to take advantage of whatever opportunities come their way. All they need to do is whisper the right thing into the ear of the right demon or Deevil commander, drop the right clue, or cause the right confrontation sometimes disguised as the Atlantean clansmen they want 76 Shawn Anderson Order targeted , and boom, demonic beings are tearing through a Rift, causing all kinds of havoc in an Atlantean city, outpost or colony world, or wherever the Sunaj want the attack directed.Rifts- Shemarrian Nation. rifts secrets of the atlanteans pdf. Only a few excursions were made to other parts of the planet, where they found stone age people and cultures. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. Directional, short-range radio built into the helmet. Atlantean Nomad, Revisited.