99 completely changed the way of life of the lizardfolk. Dragon activity and trade with Atlantis began along the eastern coast; the new city there quickly dwarfed First City in both size and population. Lizardfolk from throughout the newly unified kingdom found themselves taxed, conscripted, or both. Forced education in the ways of technological warfare became common, and peaceful villages were replaced by massive industrial camps to create weapons of war and the soldiers who would wield them. CURRENT DAY After two decades, the Kingdom of Lagarto is transformed. Armies of lizardfolk soldiers march alongside forces from Atlantis while dragon commanders soar overhead. Enormous robots fashioned after dinosaurs emerge from beneath the rivers where lizardfolk work tirelessly in underwater assembly lines to construct them. When not working, the lizardfolk are worshipping at the claws of their dragon masters, heaping praise and treasure upon them for the privilege of being led. The lizardfolk are a completely subjugated people, but their subjugation is sold to them as a glorious purpose, ushering in an era where they inherit all the Earth—and then the Megaverse®—because of their toil and struggle. Melastirth has organized massive slave raids against Colombia, Bahia, Maga Island, and countless jungle dwellers then sold their people off to the Splugorth in exchange for the construction of Kittani small arms and body armor factories in New Dragcona. Its treasury filled with the spoils of war, the Kingdom of Lagarto employs mercenaries, expands its navy, and issues letters of marque to the most powerful factions of the Pirate Kingdoms. These incentivized "privateers" raid Colombian and Bahian trade routes, tying up enemy naval forces and coastal defenses. The chaos has enabled the fledgling Lagarto navy to grow strong enough to attack their enemies—war with Colombia has begun. Geography Lagarto covers a million square miles of rainforest on the northern end of the separated continent across the Greater Amazon from Bahia. Much of the area is shallow swamp, with less than half of it permanently above the high tide line. This terrain hugely favors the aquatic reptilian inhabitants and makes movement in the area incredibly difficult for people or mechanized units not specifically prepared for the task. This far away from Haktla, weather patterns are more normal, and rainfall is common. This presents further difficulty for humans and other “mammalian” races, but not for the lizardfolk. Life in Lagarto Lagarto is a brutal dictatorship, ruled with an iron claw and heavily propagandized by the cult leaders of Dragon Dawn. RACES & PEOPLES There are over two million inhabitants of Lagarto, with the vast majority of them being lizardfolk. However, reptilian races of all kinds are welcome and many are attracted to a land where (they hear) they’re in charge and venerated. There are plenty of Grackle Tooth residents, for example, and similar D-Bees from throughout Rifts Earth (and beyond) have found there way to the kingdom. In addition to the lizardfolk and other reptilians, there are thousands of Splugorth minions such as Kittani, Kydians, Tattooed Warriors, and slaves of all kinds, mostly in and around the city of New Dragcona on the northeastern coast. Allied monster races of all kinds may be found in small numbers, and there are even some allied humans. Most humans, however, are slaves—Lagarto has a slave laborer population of almost two hundred thousand. SOCIETY & GOVERNMENT Officially, Lagarto is ruled by High King Stleen, who oversees all matters and whose rule is absolute. In practice, he is little more than a figurehead and Melastirth calls all
100 the shots. Stleen is well aware of this, but since he is afforded the highest luxuries and lives a life of opulence beyond his wildest dreams, he is happy to continue being the mouthpiece for the ancient dragon and leading his people in cold-blooded tyranny. In addition to wealth and influence, Stleen was also taken to Atlantis and converted into a bio-borg. More than anything, this was to ensure consistency of rule; there were so many attempts on Stleen’s life Melastirth grew tired of thwarting them and had the High King turned into something more difficult to kill. The High King now regularly dismembers opposing voices with his bare claws in shows of strength, keeping the rest of the populace cowed. Melastirth is a true believer of Dragon Dawn, an incredibly radical voice who believes all races must bow to dragons and the entire Megaverse® is owed to them by ancient prophecy. Though he is loyal to Styphathal, he believes even the Splugorth are impure and deserve to be under the claw of the dragons, though he is willing to keep this to himself (for now). But Melastirth is truly insane; his leadership of Lagarto grows more brutal every day. With the planned conquest of the continent now underway, nothing can sway Melastirth from his ambitions. THE LAGARTO MILITARY Armed with Kittani technology, trained by Atlantean minions, and led by dragon hatchlings, the lizardfolk army is becoming a force to be reckoned with. Most lizardfolk have lived their entire lives under the yoke of the dragons, knowing nothing but preparation for conquest. Conscription and propaganda have created a "Scaled Horde" nearly one hundred thousand strong. Though possessing an army vast in number, Lagarto has not yet managed to ramp up production of equipment and war machines to a sufficient level to support so many, relying on trade with Atlantis for most of their arms. Most lizardfolk soldiers now are little more than guerrilla combatants with basic weapons and armor, and only a small number of elite forces have anything better. When defending the homefront, they can repel almost any invader due to their natural terrain advantages. However, the offensive campaign in foreign territory has not yielded the quick, decisive victory Melastirth promised. ATLANTEAN ALLIES Besides the vast armies of conscripts, Melastirth can call upon thousands of minions of Splugorth for specialized tasks or in emergencies. Tattooed Warriors, especially T-Monster Warriors with reptilian tattoos, are common agents of the ancient dragon. Large numbers of Kittani engineers stationed in the region oversee the design and construction of Lagarto’s unique robotic forces. Locations FIRST CITY Once a vibrant living monument to lizardfolk culture and tradition, the floating city has become equal parts war camp and opulent temple to Dragon Dawn. The city of wooden structures is set on pillars in the water, and surrounds a ziggurat rising from the riverbed itself, with water flowing throughout and many suspended bridges and pathways only expert climbers and swimmers can navigate. The many twists and hidden paths are also home to a growing resistance movement, secretly planning a rebellion against Melastirth and his Atlantean allies. NEW DRAGCONA New Dragcona is a trading port on the eastern coast of Lagarto, but in practice it is the true capital. Built rapidly in the Atlantean style, the city mirrors its namesake in many ways. Slaves march in chained columns between gilded temples to the dragons, while Splugorth minions and allies indulge in unparalleled decadence. Vessels from Atlantis arrive frequently with military and industrial supplies, trading them for slaves and other natural resources bound for Splynn. Melastirth’s temple is here, a great obsidian pyramid with mosaics of the dragon’s visage in gold and precious jewels adorning every side.
101 Foreign Relations of Lagarto Lagarto is a kingdom at war, thirsty for the realization of the destiny promised to them. The question is: how can they be stopped? SOUTH AMERICA THE REPUBLIC OF COLOMBIA Lagarto has chosen Colombia as its first target in their war of conquest. Despite the threat posed by removing the barrier between the lizard kingdom and Haktla (who would also be their enemy), Melastirth’s patience has run out and the forces have been sent to war. The conflict has raged across the water, inflicting great losses on the Colombian navy. Colombian infrastructure development and trade has been hindered, but Lagarto has thus far been repelled from the shores and has not established a defensible beachhead. Nonetheless, the Colombians are fighting a defensive battle and at this pace Melastirth is certain of his eventual victory. THE KINGDOM OF BAHIA Thousands of lizardfolk refugees who do not wish to bow down to Dragon Dawn have instead sought safe haven in Bahia, where they’ve been welcomed and grow their resistance movement. Scaled Horde forces have attempted to pursue them, but the borders of Bahia remain secure against such interlopers. While Bahia itself does not feel threatened directly, their ability to trade with Colombia and other allies has been disrupted. MAGA ISLAND Melastirth considers Maga to be little more than a small nuisance and an occasional target of opportunity for slaver raiding parties. Like most others in the region, he has vastly underestimated their abilities and expects them to be an easy conquest after their more important enemies are dealt with. If Maga chooses to enter the conflict directly, the combined power of the biomancers could quickly turn the tide of the war against Lagarto.
102 SILVER RIVER REPUBLICS Lagarto has pulled back its exploratory forces from the SRR. To avoid engaging in too many conflicts before they’re ready, Melastirth has ordered trade ships from the SRR be left alone. This has worked as the dragon intended; the Silver River Republics have no desire to become embroiled in a conflict with Lagarto and think the threat is overblown. OMAGUA The gods of Omagua despise Dragon Dawn, but do not wish to engage in another all-out war. Instead, they harbor lizardfolk refugees much as Bahia does. Border clashes continue between the two nations however, and Lagarto continues to push towards the city, inching its way across the jungle. CIBOLA Cibola and Lagarto have frequent skirmishes and constantly raid one another, but Cibola is not currently a high priority for conquest. MANOA Manoa is not a significant factor in Melastirth's plans, partly because it is too far away, and partly because he has no true comprehension of the city-state's power. On the other hand, the Manoans are deeply opposed to the expansion of the lizard kingdom, and realize it is just another extension of the Splugorth's power on Rifts Earth. The Manoans have made contact with the lizardfolk resistance movement and are doing what they can do assist them. This connection has also made the Tomorrow Legion aware of Manoa, and they may be an important part of the resulting alliance. THE DEMON SEAS ATLANTIS Lagarto is, unofficially, an ally of the Splugorth of Atlantis. Melastirth believes the alliance is formal, but in reality he is mostly a pawn of Styphathal’s plans. If the Scaled Horde is successful in its initial conquests, then Lord Splynncryth will happily take over and use Lagarto as their proxy to expand their influence throughout South America—and eliminate Haktla, if possible. But if the initial attacks go poorly and Splynncryth believes a full invasion to be too costly, he will cut off Atlantean support, likely collapsing the kingdom and removing one of the pillars of Styphathal’s power. The Tomorrow Legion in Lagarto There is no Tomorrow Legion presence in Lagarto, but several lizardfolk refugees have found themselves on the steps of El Monasterio in Colombia. El Trueno has vowed to assist the resistance movement however he can. In the short term he accepts lizardfolk refugees into the Tomorrow Legion, training and equipping them so they may return and infiltrate Melastirth’s forces. Forces of Lagarto In addition to lizardfolk and riverboats (see page 66), many Dragon Hatchlings and a number of the minions of Splugorth lead and advise Lagarto (see Savage Foes of North America and Atlantis & the Demon Seas). The kingdom's reputation as a home for all “scaled peoples” (not just lizardfolk) has resulted in a wide variety of reptilian D-Bees like the Grackle-Tooth calling Lagarto home as well. LIZARDFOLK DRAGOON The rank-and-file cannon fodder of the Lagarto military, these fiercely loyal cultists fight to the death on the commands of their leaders. Trained by experienced soldiers to hone their natural talents, equipped with high-tech Kittani weaponry, and protected by durable mass-produced body armor, these soldiers are especially formidable in their natural terrain. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d8, Common Knowledge d4, Fighting d8, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d8. Pace: 6; Parry: 6; Toughness: 14 (8) Hindrances: Bloodthirsty, Vow: (Major—Serve Dragon Dawn) Edges: Martial Artist, Woodsman
103 Gear: Kittani Medium Armor (+6 Armor, +2 Toughness; non-EBA), K-4 Laser Pulse Rifle (Range 36/72/144, 4d6+1 damage, ROF 3, AP 3, +1 Shooting, Heavy Pulse). Special Abilities: Aquatic: Can’t drown in oxygenated liquid; move full Pace when swimming. Bite: Str+d4 damage, Natural Weapon. Claws: Str+d6 damage, Natural Weapon. Scales: +2 natural Armor. Size: −1 (Normal) Wall-Walker: Move on vertical surfaces normally, or inverted surfaces at half Pace. LIZARDFOLK CARNOSAUR PILOT Specially-selected lizardfolk who have demonstrated exceptional loyalty to Lagarto may be trained to pilot the unique Kittani robots and power armor designed for the Scaled Horde. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d8, Common Knowledge d4, Electronics d6, Fighting d8, Notice d6, Persuasion d4, Piloting d8, Shooting d8, Stealth d4 Pace: 6; Parry: 6; Toughness: 22 (12) Hindrances: Bloodthirsty, Vow (Major— Serve the Dragon Dawn) Edges: Ace, Power Armor Jock, Robot Jock Gear: Raptor Power Armor (see sidebar), K-500 Infantry Rail Gun (Range 50/100/200, 2d10+2 Mega-Damage, ROF 3, AP 6). Special Abilities: Aquatic: Can’t drown in oxygenated liquid; move full Pace when swimming. Bite: Str+d4 damage, Natural Weapon. Claws: Str+d6 damage, Natural Weapon. Scales: +2 natural Armor. Size −1 (Normal) Wall-Walker: Move on vertical surfaces normally, or inverted surfaces at half Pace. THE CARNOSAURUS SERIES The Kittani have created several designs for power armor and robots tailored to both the specific environment and lizardfolk pilots, styled after native dinosaurs. Raptor Power Armor: Size 3 (Normal), +10 MDC Armor, +6 Toughness, Strength d12+5, Pace 14 + 2d8 (150 MPH, ignores Difficult Ground, does not tire operator) Notes: Nimble, Amphibious (water/ vacuum Pace 10 + d8, 40 MPH) Weapons: Dual-Linked Forearm Lasers (Rng 24/48/96, Dmg 4d6, AP 3, RoF 1, Ignores laser resistance) Eye Lasers (Rng 24/48/96, Dmg 3d6, AP 2, RoF 1, Reaction Fire) 2 × Shoulder Mini-Missile Launchers (RoF 4, Shots 12 total) 4 ×Vibro-Claws (Hands and feet; Str+2d6 Mega-Damage, AP 8) Tyrannosaurus Robot: Size 7 (Large), Crew 2+2, Strength d12+8, Toughness 44 (24), Pace 14 + d10 (70 MPH) Notes: MDC Armor, tiny clawed hands can only use personal ranged weapons, not vehicular weapons. Weapons: 2 × Shoulder-Mounted Medium Missile Launcher (Shots 16 total; Plasma Warheads) 2 × Concealed Mini-Missile Launcher (RoF 4, Shots 48 total) 2 × Heavy Laser (shoulder) Belly-Mounted Mini Rail Gun 2 × Eye Lasers (Medium) 2 × Vibro-Claws (Feet; Str+2d12 Mega-Damage, AP 16)
104 THE PIRATE KINGDOMS In the hundreds of small islands scattered on both sides of the Amazon are dozens of independent kingdoms of pirates, ranging in size from little more than a few ragtag brigands in canoes to armadas so large they’ve shaken the Colombian Navy. Origins The islands and waterways stretching between the established nations are lawless and untamed, but serve as the principal means of trade and travel between them. These shipping lanes are ripe for plunder, as are coastal communities and even other pirates. Exiles from Colombia, refugees from Lagarto, escaped slaves from Atlantis and other scoundrels of all stripes inhabit the water between civilizations and make their fortune on it. Some of these so-called “kingdoms” are little more than the barest stretch of sand and mud, home to a few bullies with a boat. Others have tens of thousands of citizens, serving an entire economy powered by the piracy of armadas several hundred ships strong. Geography You couldn’t ask for a more perfect habitat for piracy. Major shipping lanes drive large vessels into the safest waterways, but shallow and jungle-cloaked tributaries wind through an endless maze on every side. Some parts of the Amazon are deep and wide enough for dozens of ships on either side to do battle while still allowing smaller and lighter vessels to vanish in minutes. Life in The Pirate Kingdoms Life in The Pirate Kingdoms is as varied as the kingdoms themselves; they may be large or small, have any level of technology, any level of magic, and a wide variety of strange idiosyncrasies. Several major Pirate Kingdoms are detailed below, but for any others the GM may use the Pirate Kingdom Generator tables. To use the tables, simply roll one of each die type to determine the core details of the kingdom, then draw one Action Card to generate current events and mood. CURRENT EVENT & MOOD Action card suit determines the local economic conditions: Spades, the kingdom is currently low on resources but the leaders are flush; Clubs, everyone in the kingdom is low on resources and hungry for a raid; Hearts, the kingdom is being driven by a need for something specific rather than general resources; and Diamonds, the kingdom is flush with stolen goods and looking to sell or trade. Draw one card to determine the current event of the kingdom according to the chart on page 106. Unique Kingdoms KRYANG’S LAND The largest of all the Pirate Kingdoms is led by a supernatural warrior. Kryang was a warlord in some distant dimension, transported to Rifts Earth largely by accident. Upon arrival, he discovered his abilities made him far more powerful than the average inhabitant and quickly set about raiding and conquering to his heart’s content. Now, Kryang’s Land is a kingdom of more than 20,000 inhabitants on a 200-square-mile island. A thriving port city supported by several plantations overlooks a well-defended harbor, housing hundreds of vessels at his command. Kryang’s pirates raid coastlines and vessels throughout the Land of a Thousand Islands and the Demon Seas. Kryang is an ally to Atlantis and has visited Splynn as an honored guest several times, even competing in the great arena to much fanfare. His kingdom has been attacked twice by the Colombian Navy. Both times he has repelled the attacks, but he was wounded and scarred during one of them. He has sworn revenge on Colombia, and attacks them brutally at every opportunity. Several years ago, Kryang committed his most daring and successful raid when he captured the nuclear reactor bound for Colombia from New Babylon;
105 D4 KINGDOM SIZE 1 Ragtag: 2d12 Pirates and 1 Vessel, Supported by a Single Camp on Small Island 2 Established: 4d8 ×5 Pirates with 4d4 Vessels, Supported by an Island Village 3 Well-Known: 4d8 ×25 Pirates with 6d6 Vessels, Supporting a Small Harbor Town 4 Major: 4d8 × 100 Pirates with 8d8 Vessels, Supporting Several Small Harbor Towns D6 FOUNDING MEMBERS 1 Colombian Exiles 2 Lizardfolk Refugees 3 Escaped Slaves 4 D-Bee Outsiders 5 Demon 6 Unique Leader (alien, rich wannabe, etc.) D10 UNIQUE METHODS 1 Clouds of smoke (magic or mundane) to cover approach and retreat 2 Attack with water- and airborne marines in addition to ships 3 Fake damaged ship, sending a distress call and rigged with traps 4 Posing as ordinary merchants with fantastic deals 5 Brutal shock troops board first and cause havoc 6 Control of a large, dangerous animal or supernatural predator 7 “Travelers” in nearby ports book passage, but lead ships into ambush 8 Sink ships from a distance and loot the wreckage 9 Privateering; have an official but secret alliance with a nation 10 Secret Weapon: in possession of a unique item of great power D8 MAGIC/TECH MIX 1 Low Magic/Primitive Tech 2 Low Magic/High Tech 3 High Magic/Low Tech 4 Techno-Wizardry 5 Psionics/Low Tech 6 Psionics/Alien, Advanced Tech 7 No Tech/Unusual Supernatural (Bio-Wizardry, Fusionists, etc.) 8 No Magic/Military-Grade Tech Pirate Kingdom Generator Tables "Taking 'your cargo?' No. This cargo is mine. This boat is mine. This whole river and anything on it is mine! And thanks to that comment, I've decided your lives are mine, too." —King Kryang
106 CARD CURRENT EVENT 2 Slave revolt! 3 Local factions are fighting over treasure. 4 Supernatural event (Ley Line Storm, Rift, etc.) 5 A major vessel of the kingdom has been damaged and is in distress. 6 Someone is trying to break away and start their own kingdom. 7 Drunken revelry! 8 A major tournament, blood sport, or other fighting event is happening. 9 Combat between two Pirate Kingdoms! 10 Honored guests, traders or diplomats are visiting the kingdom. Jack A mysterious visitor brings ill tidings. Queen It’s the right time to get your hands on a good deal. King Mutiny. Someone is attempting to usurp control of the kingdom! Ace The pirates offer to hire (or work for) the heroes. Joker Draw again, plus one of the pirates is a figure from one of the heroes’ pasts! D12 PIRATE’S CODE (UNUSUAL CULTURE) 1 Always allows surrender, but only if joining the crew. 2 Sells slaves to the Splugorth, but allows one person to challenge the captain to personal combat for their freedom. 3 Sells gear only; captives are brought back to the island kingdom to become forced citizens. 4 Has their own strange religion and occult practices, driven by something mysterious on their island. 5 Only attacks one very specific kind of target, usually driven by vengeance. 6 Lets prisoners compete to tell stories, and lets the best go to better bolster their own fearsome reputation. 7 Has aspirations of true nobility, spends stolen wealth on opulent displays and encourages formality among the crew & citizenry. 8 Raids other slavers, releasing the slaves and enslaving or killing the slavers. Many released slaves join the kingdom. 9 Has a dark alliance with an unholy power such as the Splugorth, a vampire intelligence, a greater demon, or alien invader who is using the pirates for their own nefarious purposes. 10 Rebels only raid vessels from one or more established nations, never private vessels or individuals. 11 Fallen heroes turned to piracy after a great tragedy, but under the right circumstances could be turned to good again. 12 Mercenaries work for the highest bidder in addition to filling their holds through piracy.
107 this reactor is now in operation powering his kingdom’s main city. The pirate king has since allied with Lagarto and acts as a privateer, frequently attacking Colombian vessels in the Amazon and forcing Colombia to spread its limited forces ever thinner. SLAVER’S PORT Slaver’s Port is a Splugorth outpost on a 90-square-mile rocky island just north of the mouth of the Amazon. Before the rise of the Kingdom of Lagarto and the establishment of New Dragcona it was the center of Atlantean trade and activity in the region. Despite Melastirth’s ambitions however, most trade still goes through Slaver’s Port, where literally hundreds of pirate ships dock daily. It is not an exaggeration to say Slaver’s Port is a massive cause of piracy in the region, since all pirates throughout the Land of a Thousand Islands know they can sell their illicit goods and captives here without reprisal. Ma ny ot her nat ion s, especially Colombia, would love to see Slaver’s Port destroyed. The city has so far proved immune to such attacks, with thousands of security drones, fleets of Atlantean vessels, and thousands of minions of Splugorth available to defend it, not to mention every pirate within a thousand miles whose livelihood depends on the place. A large pyramid built on a nexus point at the center of the island can summon troops from Splynn in a matter of minutes, add i ng m a ny times the number of defenders if need be. Denizens of The Pirate Kingdoms Pirates come from a great many walks of life; they often include anyone with an affinity for vehicular travel (such as Operators), a heavy familiarity with combat (such as Headhunters) or keen eye for “opportunity” (such as any number of brigands, raiders, thieves, etc.). See Savage Foes of North America for many options. When in doubt, a “typical” pirate of the region is below: RIVER PIRATE Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Boating d8, Common Knowledge d6, Gambling d4, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d6, Taunt d4 Pace: 6; Parry: 5; Toughness: 11 (5) Hindrances: Greedy (Minor), Habit (Minor), Illiterate, Quirk Edges: Combat Reflexes Gear: Piecemeal Salvaged Armor (+5 Armor, +1 Toughness), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, No Recoil, Heavy Pulse), vibrocutlass (Str+d8, Megadamage, AP 8), 1× stick of MD dynamite (Range 3/6/12, 3d8 Mega Damage, LBT, +1" blast radius and +3 damage per extra stick), weighted net (Range 3/6/12, successful hit Entangles opponent). E KING KRYANG Attributes: Agility d12, Smarts d10, Spirit d12, St reng t h d12+6, Vigor d12+4 Skills: Athletics d12, Battle d10, Boating d12, Common Knowledge d10, Fighting d12+2, I n t i m i d a t i o n d12, Notice d10, Persuasion d10,
108 Spellcasting d12+2, Stealth d10, Survival d10, Taunt d10 Pace: 8; Parry: 15; Toughness: 35 (20) Edges: Arcane Background (Magic), Block (Imp), Brawny, Champion, Charge, Combat Reflexes, Frenzy (Imp), Sweep (Imp), Master of Magic, Master (Fighting), Master (Spellcasting) Gear: Enchanted plate armor (+10 MDC Armor), KE-4 Plasma Ejector (Range 24/48/96, 3d12+3 Mega Damage, ROF 1, Shots 30), Crystal Fire Scepter (Str+3d6, Mega Damage, AP 6 in melee, or searing bolt with Range 24/48/96, 5d6, Mega Damage, AP 12, RoF 1. Shooting +1), Shield of Invincibility (Parry +4). See Rifts: Atlantis & The Demon Seas for details on these items. Powers: barrier, darksight, elemental manipulation, entangle, environmental protection, illusion, smite, sound/silence, warrior’s gift. PPE: 40 Special Abilities: Demonic Hide: +10 Armor (stacks with enchanted plate armor) and +2 Toughness. Environmental Immunity: Fire & Heat Fast Regeneration: Kryang makes a Vigor roll every round to heal damage. A success heals one Wound, two with a raise. Fear (−2): The appearance reputation of King Kryang causes all opponents to make a Fear check at −2. Size 2 (Normal): At 10 feet tall and 400 pounds, Kryang is an imposing figure. SAVAGE TALE: BAT COUNTRY The Legionnaires are in the western borderlands of Colombia when they intercept a disturbing distress signal. To engage in a rescue operation means heading into the mountains, but night is falling quickly. Can the heroes escape with their skin—and their blood? THE SETUP The Tomorrow Legion team has been getting “the lay of the land” along the western border between Colombia and Haktla, the most dangerous territory in the nation. Rising stars in the military are granted land in this area as a reward—and as a test. The newly-minted Major Matias Zapata has had his rank and territory for less than a month and is hosting the Legionnaires, hoping to make new allies. The young Major Zapata delivers grand speeches about his ambitions both politically and for his new barony as he attempts to impress the Legionnaires. SCREECH The Major’s boasting is interrupted by an electronic distress call on a civilian channel. “Mayday, mayday. They’re everywhere! We can’t see. Oh god, what is that—” The voice is drowned out by high-pitched shrieking and the Major goes pale before the signal cuts. Zapata does not have the forces necessary to mount any kind of rescue operation, and he warns the Legionnaires of unprotected territory west of his borders. Tracking the signal is not difficult; a simple Electronics check is enough. When they do, the heroes find a crash site, smoke still rising from the wrecked helicopter. Disturbingly, both the interior and exterior are splattered with blood, though no bodies are present. The heroes find the helicopter’s cargo—several cases of Black Market weapons—but also discover the survival tracking mechanism is still functional, and
109 AMAZON BASIN ENCOUNTERS D20 RESULT 1 If Things Weren’t Bad Enough: Roll once on that table* then again on this table. 2–3 The Plot Thickens: Roll once on that table* then roll again on this table. 4–5 Risks and Rewards: Roll once on that table* then roll again on this table. 6 −7 Lagarto Patrol: Increased aggression from the Nation of Scaled Peoples means squads looking for target practice. Their team consists of 3d6+2 Lizardfolk Dragoons and a Dragon Hatchling§ (GM’s choice). The lizardfolk squad leader† and his second‡ pilot Raptor power armor. 8 −9 Pirate Raid: A pirate crew are looking for bounty; 1d4 Riverboats with 6 River Pirates each. For more detail use the Pirate Kingdom Generator on page 105. 10 −11 River Threats: Humanoids are not at the top of the food chain in the Great River. Pick or roll a d6: 1 Giant Squid, 2 Giant Octopus, 3 Horned Whale, 4 Ichthyosaur, 5 Lorica Wraith, 6 Shadow Shark (see Atlantis & The Demon Seas). 12–13 Ellal: A dreaded Ellal looks for its next existence-sustaining slaughter. Roll a d4 for its current host: 1 Ley Line Walker§, 2 Mind Melter§, 3 Burster§, 4 Combat Mage§. 14 −15 Merchants: Legitimate traders offer the opportunity to get a good deal, but also provide an enticing target. Roll 1d4: 1–3 Friendly encounter, 4 roll again on this chart for additional simultaneous encounter. 16 −17 Aunyain: A war party of 2d12 Aunyain are looking for sacrifices to their dark patron. Half are already in their Giant Tapir forms. 18 −19 Demons: A wide variety of demonic entities are drawn to the power of the Amazon Basin for their own nefarious purposes. A Greater Demon§ and 1d6+1 Lesser Demons§ are up to no good. 20 Creatures from the Rifts: The heroes face some rift-spawned opposition. Use the It Came From a Rift tables§ to generate the encounter. If appropriate, roll once on the Opposition Leader table* and once on the Other Authority Figure table*. * See The Game Master’s Handbook. † Roll once for this character on the Opposition Leader table in The Game Master’s Handbook. ‡ Roll once for this character on the Other Authority Figure table in The Game Master’s Handbook. § See Savage Foes of North America. "The hour of your death has arrived, fiends! In the name of Colombia, I bring you the only justice you bloodsuckers deserve." —La Espada, Anti-Monster
110 shows two tracking beacons (the crew’s) moving westward from the crash site. Following the signals requires either a Survival or Electronics roll at −2. The sun is barely peeking above the mountains to the west, and the shadows are getting longer. If the heroes succeed on the check, they arrive while the sun is still up. Otherwise, it’s already nightfall when they find the helicopter crew. THE BATCAVE The signal beacons stop moving before the heroes catch up, and the last stretch of distance between the Legionnaires and the beacons involves a difficult climb up rocky cliffs. While the heroes are scaling this terrain, the air is suddenly pierced with highpitched shrieking, and a swarm of enormous angry shadows erupt from the caves above their heads. Bats as big as men descend on the heroes and attack them, attempting to either rend them to pieces or knock them to the rocks below. The combat begins with the heroes likely Surprised by the giant vampire bats, who descend on them mid-climb. The bats don’t emerge until the heroes are more than halfway to the cave entrance, meaning they’ve climbed at least 10" (20 yards), with 6" (12 yards) more to go. (See the rules for Climbing and Falling in Savage Worlds.) If the heroes arrive while the sun is still partially up, they make rolls for both for climbing and combat normally. If the sun is set however, the mountains get very dark very quickly, and all rolls are made at a −4 without another source of illumination. If a hero becomes Shaken or takes one or more Wounds from an attack, they must make an Agility roll to catch themselves or fall! Giant Vampire Bats (4, plus 2 per hero) FROM DUSK TILL DAWN The inside of the cavern is a horrific dungeon, clearly used as both a torture chamber and a small military base. The two crewmen from the helicopter are unconscious but alive on the floor, in bad shape from both the crash and their capture. The walls are bloodsplattered but also hold several maps of the surrounding region with points of interest marked in red. Sensors and radio equipment are nearby, and it’s clear to the heroes this cave is used as a scouting post by the forces of Haktla. Forces which are also present! If the Legionnaires arrive while the sun is still up, they are able to find the coffins before the vampires awake and may be able to open them and destroy the vampires if they can improvise the right methods. This is a three-round Multi-Person Dramatic Task requiring four tokens per hero to successfully complete. Primary skills are Occult, Survival, Thievery, Fighting and Athletics, but other skills may be used at the GM’s discretion. Success: The heroes manage to get inside the secured coffins and dispatch the vampires just as the last rays of sunlight disappear. Failure: The security features of the coffins hold against the heroes until nightfall, when the vampires open them from within and attack! If the heroes do not make it to the cave before nightfall, the vampires are already awake when the heroes enter to rescue the helicopter crew, and ambush the Legionnaires. HAKTLA SCOUTS Secondary Vampires (2, plus 1 per hero): See Blood and Banes. AFTERMATH Even if the Haktla scouts are defeated, the cave is clearly not a safe place to stay. The Legionnaires’ prize, however, is knowledge of Haktla military operations in the area from the maps and equipment in the cave. The heroes also find 4d6 × 10,000 credits’ worth of stolen or raided equipment. When the heroes heal the helicopter crew and ask them about their experience, they’re too harrowed to fall back on their prepared cover stories and respond with a surprising admission—they’re undercover Coalition
111 spies. They were sent to deliver weapons to different military commanders along the border as part of a CS effort to influence who succeeds and rises through the ranks (and thus who will respond favorably to CS influence). They were ambushed by the giant bats on their way to a secret drop—for Major Zapata. How the Legionnaires respond to this revelation leads to the next chapter of their adventure! SAVAGE TALE: FIRE ISLAND The Legionnaires are returning from a mission in the Pirate Kingdoms when a particularly violent Ley Line Storm erupts. They find themselves beached onto a previously unknown island—along with a Lagarto raiding party, a shipwrecked pirate vessel, and a crashed Colombian helicopter. But the island is more than it seems… THE SETUP The Tomorrow Legion team is returning from a mission, traveling by boat on the Lesser Amazon towards Colombia (if the heroes have their own vessel use it, otherwise assume they’ve been supplied with a standard Riverboat with no special modifications). Use an Interlude to describe the winding path through the Amazon jungle as the heroes return home. The Legionnaires should be on high alert, as this part of the riverways is highly trafficked. The heroes are just crossing through a section of high mystic activity, with several underwater ley lines and a nexus point nearby. STORMY WEATHER The heroes know storms are highly unusual in this part of the continent, so a sudden churning of the waters is the only warning they receive of a massive underwater Ley Line Storm headed their way. Roll to determine the effects of the storm using the chart on page 113; the storm lasts 1d4 × 30 minutes. Near the end of the storm, the Legionnaires receive a garbled electronic signal: “Mayday… —we have lost… —igation, can’t maintain altitude… —putting her down!” With a successful Electronics check, the heroes can open radio communication, though it’s garbled to some degree. The voice is a Colombian captain named Marcel Villareal, whose helicopter was chasing a Lagarto raiding party through the region when the ley line storm knocked out all of the electronics on the Zancudo. He was able to land safely, but he’s grounded until he can repair the damage, which may take several hours. More strangely, he describes his current surroundings: “We’ve set down on a small island, but it isn’t one I’m familiar with—and I’ve been patrolling these waterways for a decade. And it doesn’t look like any place I’m familiar with; I don’t recognize any of these plants, and my dwarven engineer says these rock formations aren’t natural. I don’t know what’s going on, but I’d certainly appreciate an assist if you’re nearby.” The captain sends his best approximation of the location considering he has no active navigation equipment and is on an uncharted island. How long it takes for the heroes to arrive depends on their skill and available resources, but a reasonable expectation is the Legionnaires can arrive on the island within a day. (Use the Journey rules in the Tomorrow Legion Field Manual if you have it.) When the group locates the island, they find it in the center of a large lake where two waterways combine and which spills out into a third. Beneath the surface of the lake is a ley line nexus—and the island is right on top of it. The waters glow an eerie turquoise and the island itself is crossed with strange hexagonal rock formations. Grasping plants choke much of the surface, though they look nothing like the ones on the shores of the river. Several high-powered lights reveal the location of the damaged helicopter near the shore of the island. From their vantage point, the Legionnaires notice some other arrivals as well—unfriendly ones. From one side of
112 the island, the Lagarto force which was the target of Captain Villareal’s pursuit aims to take advantage of the Colombians’ position and turn the tables on their pursuers. And from the other, a shipwrecked pirate crew intends to make quick work of either—or both—to get anything they can steal and a means to get away. The Colombian squad is outmatched and in great danger without the heroes’ aid. Their goal isn’t the defeat of either enemy force—just escape! RUMBLE IN THE JUNGLE There are three forces in the battle, besides the Legionnaires themselves. All are enemies with the other two. Given the opportunity both the Lagarto squadron and the independent pirates favor attacking the Colombians, though neither “joins forces” to do so and either attacks the other if properly motivated. The Zancudo has been nearly repaired, but the Colombian engineer has reached the extent of his abilities; getting it the rest of the way operational is a Difficult singleperson Dramatic Task. Once it can take off, the Colombian forces retreat if possible and take the Legionnaires with them; holding their position until then is their best chance of survival against the superior enemy forces, though certainly not the only option clever heroes may come up with. The Zancudo was set down in a defensible location, approximately 500’ from the shore. Rocks offer Heavy Cover (−6) against attacks originating from more than 50’ away, but the heroes can position themselves in such a way as to take advantage of the cover without suffering penalties to return fire. Both enemy parties land on the shore coming from opposite sides, and won’t run into each other first (though they’ll be aware of each other and act accordingly). COLOMBIAN PATROL SQUAD Zancudo Attack Helicopter (cannot fly, but weapons systems are operational) E Captain Marcel Villareal: Colombian Standard Infantry, in D-30 Conquistador Arturo: Dwarven Operator, see Savage Foes of North America 8 Colombian Standard Infantry (3): In D-20 Light Combat Exo-Skeleton) PIRATES Galleon (beached and unable to travel, but with operational weapons) E Captain Fuego (Burster, see Savage Foes of North America) First Mate Copperhorn: Deevil, see Arcana & Mysticism River Pirates (8 per hero) LAGARTO EXTERMINATION PLATOON E Rothadigriss (Flame Wind Dragon Hatchling, see Savage Foes of North America) Lizardfolk Carnosaur Pilot: In Tyrannosaurus Robot. 2 Lizardfolk Carnosaur Pilots (1): In Raptor Power Armor Lizardfolk Dragoons (4 per hero) AFTERMATH As the heroes leave the island (by whatever means available), any mystically sensitive people in their group detect another great surge of energy along the ley lines. Rather than precipitating another ley line storm, however, the surge culminates in a great flash of light emanating from the island. When the light fades, the island disappears, vanished back to whatever dimension temporarily lent it to Earth. Gone—along with anyone still on it!
113 Underwater Ley Line Storms Throughout the Amazon Basin are ley lines and nexuses under the surface of the water. Ley Line Storms behave differently when happening along submerged ley lines—the sky may be perfectly clear while the waters below roil. Replace the chart on page 87 of the Game Master’s Handbook with the chart below when encountering such a storm: D8* EFFECT 1 Rapids: The storm churns the waters below. Everyone on the water must succeed on an Agility check or take a level of Fatigue from Bumps & Bruises. Vehicles suffer a level of Fatigue unless their captain succeeds on a Boating or Piloting check. Swimming in the water is done at a −4 penalty. 2 Reverse Flow: The waters reverse their course and begin flowing in the opposite direction with great intensity for approximately 1d4+6 minutes. Navigating against the water’s flow is at a −4 penalty; maximum 25% speed. Failure on a Boating roll against the current results in the vessel going Out of Control. Swimming against the current is impossible. 3 Dislodge: A mystic pulse dislodges all manner of debris from the riverbeds and causes it to become buoyant for the duration of the storm. Large boulders and small rocks, sludge and river plants, and even previously sunken vessels can all rise to the surface along with many living creatures pushed to the top few feet of the water. Piloting a vehicle requires a successful Boating/Piloting roll at −2 or the vehicle takes one level of Fatigue (or goes Out of Control on a Critical Miss)! 4 Ambrosia: The waters of the river are changed by the storm, glowing with mystic energy and giving off an alluring aroma. If drunk, these waters restore 5 lost PPE and automatically heal one Wound as well as all normal disease and poison effects, but inflict wild hallucinations for 3d10 minutes. It takes a Smarts check at −2 to discern reality from illusion, and all other actions are at −2. The waters do not retain their mystic qualities once the storm is over; they cannot be saved. 5 Horrible Sea Creatures: Extradimensional aquatic life of myriad variety is disgorged into the waterways. Most of it is small but strange, but several of the creatures may be large and dangerous. Roll a d4: 1 –Giant Squid; 2 –Lorica Wraith; 3 –Octo Dragon; 4 –Shadow Serpent. Hungry and confused, they attack anyone they see. 6 Endless Sea: The group finds themselves instantly transported to a vast, featureless sea of crystal clear, perfectly smooth water. A stormy sky is reflected in the mirror-like surface, but no rain falls and no wind disturbs the water. The horizon stretches endlessly in the eerie calm; strange, deep lights flicker miles below the surface. After a few minutes, the group suddenly returns to find the storm is over, hours have passed, and all the water around them is fresh and pure. 7 Mega Wave: A tremendous wave crashes down the length of the storm; there’s nothing to be done and no way to avoid it. Vehicles all go Out of Control and everything & everyone takes 5d6 Mega Damage as they’re pushed hundreds of yards downriver. 8 Whirlpool Rift: If there is a nexus nearby, a Rift opens, and a whirlpool is created around it, threatening to draw everything in. Use a three-round Dramatic Task to avoid this fate. * (*If the storm is happening near a nexus, roll a d10 instead. The Whirlpool Rift result occurs on an 8 –10.)
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115 ISLANDS OF MYSTERY CHAPTER FIVE MAGA ISLAND Although referred to in the singular pronoun, Maga Island actually consists of one large, central island and a handful of smaller, associated islands that lie nearby. Remarkably, this region has remained largely unknown by the outside world, hidden by a thick jungle canopy of nearly indestructible trees. Over time, Maga Island’s isolation has lessened, and there are now many newcomers who have traveled to its shores. Still, the region is one of the smaller and more sparsely populated kingdoms in all of the Land of a Thousand Islands. Background Maga Island was originally founded by the jungle elves not long after the Coming of the Rifts. The jungle elves were themselves refugees from a forest-covered planet they knew only as the “Green World.” There, they had lived in harmony with faeries and the vast forest itself—particularly the wondrous Memory Trees, which stored and catalogued knowledge in the form of vivid memories, acting much like a living computer. However, there came a day when an invading force of alien conquerors surged through interdimensional rifts that tore open in the skies of the Green World. The Memory Trees recorded images of these invaders that were consistent with the minions of the greedy Splugorth as they claimed yet another planet under their dominion. Prior to this, peace had reigned over the Green World, leaving the jungle elves entirely unprepared for such an assault. The jungle elves gained a new determination as they struggled to fight for their homes. Fortunately, there were some Splugorth renegades, Atlantean Monster Hunters, and other transdimensional heroes who came to lend aid. With their help, the jungle elves reluctantly learned the ways of war and bent their impressive command of Biomancy magic against the invaders. The jungle elves fought courageously against the Splugorth, but their best efforts failed to stop the Splugorth’s advance. As the Green World was blasted and ruined during the invasion, the jungle elves made a fateful decision to send colonies of their people through the rifts to reach other worlds and other dimensions, ensuring that their history and their culture would survive. The largest of these colonies appeared on Rifts Earth in the Amazon rainforest, a place not too
116 dissimilar from their former planet. Some of the jungle elves chose to scatter across the Land of a Thousand Islands, but most found a new home on Maga Island, where they have remained since. With the Maga Islands acting as refuge and haven for the jungle elves, they reached out and made alliances with the other d-bees and humans living near the region. The jungle elves taught their allies the secrets of Biomancy and helped knit the people of the area into the Kingdom of Maga Island. Thus, the islands have become home to a diverse population that respects both nature and civilization. Thanks to Biomancy, the majority of these people live in a close, harmonious relationship with their environment. Getting There Maga Island is located on the Northeastern coast of South America, near the mouth of the Amazon river. The islands that make up this region are thickly covered in jungle trees, and any approach from the air is likely to see nothing but the jungle canopy itself. Most visitors approach Maga Island via boat, docking at one of the “stone towns” dotted around the coastline of the islands. Visitors often have to contend with the dwarven people who populate the stone towns before venturing into the trees to meet the tribes of jungle elves, humans, and other d-bees who populate this region. Life in Maga Island Maga Island is a loose confederacy of its constituent islands where coexistence with nature is of paramount concern. No buildings are allowed to be constructed and no trees are allowed to be cut down. Instead, dwellings are built using Biomancy and other magics, sometimes by asking the trees themselves to form a building and other times by creating spaces between the great trees’ roots beneath the earth. The humans and d-bees of the region have adopted the jungle elves’ ways, dwelling amongst the jungle in a fashion that gives most onlookers the impression that the entire island is covered in unbroken plant life. Some strips of the coastline, however, do feature more conventional-looking “stone towns” populated largely by dwarves. There are a large number of faeries amongst the Maga Kingdom, respected by the jungle elves and their allies as trusted friends. The inhabitants of Maga Island organize themselves into tribal structures. Thanks to the benefits of Biomancy, the staples of life— food, clothing, and shelter—are free to all. Personal property does exist, but most folk own very little, preferring instead that the tribe owns and shares goods equally with its members. Special items, such as weapons or magical gear, are distributed by the tribal elders according to the greatest need. Any conflicts are first handled by the tribal elders, and if the situation requires an escalation of authority, the issue is brought before the Tree Council. ENEMIES WITHIN The Mauian Order (see Atlantis) is a Lemurian group that blames the Atlantean people for the devastation of the Earth and the destruction of human civilization. This secret society has built a foothold on Maga Island, and they are spreading their insidious beliefs among some of the local people. The most dangerous aspect of the Mauian Order in the Kingdom of Maga is that they advance their ideology through blatant misinformation and lies about the Atlantean people and the Chiang-ku dragons. This problem persists despite the fact that the Memory Trees can easily refute every false allegation. This has caused some of the people of Maga Island to lose faith in the wondrous Memory Trees, even as they live among them. If the Mauian Order is successful here, they plan to spread the “Maga movement” as far as they can on Rifts Earth. Rooting out this group has become a serious concern for the Tree Council. However, the Council believes that the best tool to remove the Mauian Order’s threat would be a group of outsiders, since the outsiders would be more difficult to sway by the Order’s falsehoods. Some whisper that
117 the Tomorrow Legion would be the prime option for the Council’s efforts in opposing the Mauian Order. The Maga Island cell of the Mauian Order has discovered the general location of Manoa, but not exactly where the city itself lies. The Order has begun a series of terror attacks on Manoa’s border settlements, outposts, and scouting parties. So far, the Manoans do not yet suspect the Mauian Order’s involvement in these terrorist acts. THE COUNCIL OF TREES Intelligent, telepathic trees known as the Trees of Wisdom make up the ruling council of Maga Island. They say they are descended from the “One Tree,” a being that may still exist somewhere on the Splugorth-conquered Green World. The Trees of Wisdom advise and guide the people of Maga Island, and are renowned for their great wisdom—and the slow, deliberative pace of their decisions. Trees of Wisdom resemble exotic, segmented plants with short branches and large pointed leaves that average around 2 feet in length. The tree trunks themselves extend around 30 feet in height on average and are of a dark green or purple color. Trees of Wisdom tend to gather together and are usually found in close proximity to a ley line, from which they draw power and sustenance. Trees of Wisdom know little of technology and its uses, but they are very well-versed in the fields of psychology, herbology, medicine, law, and politics. Highly intelligent, they also possess a strong working knowledge of magic, ley lines, and psychic powers. Inherently, the trees are all telepathic and have a great number of other psychic and magical abilities. According to some legends, the oldest, wisest, and most powerful jungle elves transform into Trees of Wisdom at the end of their lives, but this has never been confirmed. Perhaps unsurprisingly, the Tree Council is composed entirely of Trees of Wisdom, a circle of 48 established around a powerful nexus point on the main island. Under the Council’s benevolent rule, Maga Island is a free and largely unregulated community, with only one ironclad mandate: do no harm to any living thing within the island territory. This rule encompasses any harm to the community, including vandalism, pollution, or poisoning the local food and water supply. Those who violate this commandment are usually sentenced to community service, exiled, or executed, depending on the severity of their malfeasance. All complex issues are first presented to the tribal elders, and then to the Tree Council if necessary. By tradition, the Tree Council’s rulings are final—though they are usually scrupulously fair in their judgments. MEMORY TREES The jungle elves, and many other humans and d-bees residing on Maga Island, spend part of their youth communing with the Memory Trees to bolster their knowledge about history, current events, and other subjects. Memory Trees are spindly tree-like plants with spiral-like trunks and branches. Their leaves are grey-green in color, and every part of their surface possesses a silvery gleam. The Memory Trees are intelligent, and like the Trees of Wisdom, they communicate telepathically. Memory Trees primarily serve as record keepers, similar to a computer library, storing the history of Maga Island, the jungle elves, and all events that occur around them. Memory Trees also act as school teachers, telepathically guiding their students in a manner that is roughly twice as effective as any other method. True to their name, Memory Trees are able to re-create memories and display them directly into another’s mind, but they also can store memories of any nearby being that concentrates on them and gives permission. Such an information exchange is mutual; the Memory Tree exchanges its stored memories in return for recording the memories of the being it is communing with, provided those memories are offered freely. Many criminals and those who hide the truth shun any contact with the Memory Trees, fearing that their secrets would be unwillingly recorded—but this
118 is entirely impossible. Memory Trees often communicate with each other if one does not know the answer for a question posed to it, meaning that the Memory Trees share information freely between their own kind, not unlike a network of computers. A cluster of Memory Trees might then know great secrets of magic or technology, though they refuse to share such valuable information for any evil purposes. Usually, it requires a command from a Tree of Wisdom for the Memory Trees to share potentially harmful memories with another being. Generally, Memory Trees contain vast amounts of knowledge relating to nature, the Green World, jungle elves, the Kingdom of Maga, Biomancy, and recent events. Transmitting their memories to another can take as little time as a few minutes to several hours, depending on the complexity of the information to be transferred. The experience of communicating with a Memory Tree may be as simple as a basic telepathic communication or may be more akin to virtual reality, where the Memory Tree psychically transmits visions, images, or other sensations to make another being feel as if they are experiencing the memory firsthand. RECENT ARRIVALS Over the last several months, a large group of escapees from the slave pits on Atlantis have made their way to Maga Island. These people are composed of many different species, most of them d-bees, and they arrived in various states of health, with many hovering on the edge of death. Thanks to the Biomancy of the jungle elves, the escapees have recovered well, though they have many horrific stories of what life was like as slaves to the Splugorth. However, the Tree Council fears that Atlantis has many slavers and other minions searching for these escapees, and may attempt to invade Maga Island to recapture them. Some of the jungle elves suspect that at least one (if not more!) of the escapees are actually secret servants of the Splugorth, and that the entire affair was engineered to create an opening for Atlantis to exploit. TECHNOLOGY Most of Maga Island simply does not use or disdains technology in general, preferring instead to rely on Biomancy and TechnoWizard devices. Most tribes possess a handful of items of tech gear, usually useful things such as sensors, radios, and playback devices, but these are generally kept for sharing with only other tribe members. The stone towns are far more “civilized” and possess technology only slightly lower than many North American settlements. Locations STONE TOWNS Scattered around the coastline of Maga Island are settlements built by dwarves. Unlike the rest of the communities in the region, these “stone towns” are constructed along far more conventional lines. Each has a dock, a town hall, and recognizable structures such as shops, taverns, warehouses, and so forth. Still, in a concession to the larger sensibilities of the Maga Kingdom, no wood is used in the construction of these buildings. Instead, they are made of sturdy rock, shaped by elemental magic, and many of these structures resemble squat, thickly-built bunkers. The stone towns act as the primary port of entry for any visitors to Maga Island, and they also are the first line of defence against any enemies, primarily the pirates who prowl the ocean waters nearby. Many dwarven clans sponsor a yearly competition to see which stone town can be considered the most defensible fortress. Often, the judging of this competition involves spirited (and usually drunken) attempts to “invade” the stone town by fellow dwarves. Due to these good-natured—but effective—tests, no stone town has yet been defeated by any pirate force. Foreign Relations of Maga Island ATLANTIS No minions of the Splugorth are allowed to set foot on Maga Island—antipathy towards Atlantis runs deep amongst the people
119 here. Splugorth slavers and pirates attempt to raid the islands often, and many times their objective is to capture biomancers for study. Some say that jungle elf biomancers fetch handsome prices in Atlantis’ slave markets due to the many bio-wizards who wish to divine the secrets of Biomancy. The Tree Council believes that Atlantis has yet to discover just how many biomancers, jungle elves, and other beings live on the Maga Islands, and that the minions of the Splugorth have so far only investigated the very outskirts of the region. THE REPUBLIC OF COLOMBIA Maga Island has no formal contact with the Republic, due to that nation’s overall distrust and dislike of d-bees. However, several Colombian merchants travel by boat to trade with Maga Island through the stone towns. The Republic has considered using the stone towns as a stepping stone to gaining access to Maga Island in the past, but the current difficulties facing Colombia—and the conflicts it is involved in—have drawn its attention elsewhere. THE KINGDOM OF BAHIA Maga Island and Bahia are close allies, and several workers of their different magical traditions have travelled back and forth to study each other’s approach to spellcasting. Overall, the relationship between them is very strong, and each nation stands ready to support the other if they are attacked. THE KINGDOM OF LAGARTO The Tree Council believes that the Kingdom of Lagarto intends to attack them at any time. The Council also believes that the Splugorth support the monster-dominated kingdom and are ultimately behind many of its acts of aggression. If the dragons who rule Lagarto desire to learn more of Maga Island’s secrets, they may launch an invasion soon. THE SILVER RIVER REPUBLICS No serious contact has been made with the Silver River Republics from Maga Island. Only a few shipborne merchants from this nation trade with the stone towns of the Kingdom of Maga. So far, the Tree Council has no desire to make the SRR aware of Maga Island. In this case, it seems to the Council that discretion is the better part of valor. MAGA ISLAND ENCOUNTER TABLE D20 RESULT 1–5 Same results as in The Game Master’s Handbook. 6–7 Maga Patrol: 2d6 Jungle Elves or Dwarves (see Arcana and Mysticism) patrol the jungle looking for raiders. 8–9 Faeries: 1d10 Faeries (see Arcana and Mysticism) are playing tricks on one another and frolicking about. 10 –11 Mauian Order: As the entry in Atlantis. 12–13 Biomancer: A single Biomancer and 1d6 Jungle Elves shape trees to create tools and a small shelter. 14 –15 Memory Tree Cluster: A grove of 1d6 Memory Trees growing near one another, instructing 2d6 Jungle Elf and Human students. 16 –17 Tree of Wisdom: A single Tree of Wisdom alone in a small glade. A successful Persuasion check means the tree is willing to answer questions. 18 –19 Splugorth Slaver: As the result in The Game Master’s Handbook. 20 Same result as in The Game Master’s Handbook.
120 CIBOLA The Council of Trees is well aware that the greedy and violent forces of Cibola are deeply interested in taking the secrets of Biomancy for themselves. So far, the Kingdom of Maga has largely adopted a ‘wait and see’ approach, but the Council remains quite wary of Inix and the Cibolan “explorers” who seem to constantly try and land on their shores. Some of the tribal elders have urged the Council to make greater efforts against Cibola, possibly even by opening up diplomatic relations with Manoa, but the Trees of Wisdom refuse to be rushed on such an important decision. The Tomorrow Legion in Maga Island A particularly determined pathfinder from the Tomorrow Legion managed to make their way to Maga Island’s coast. From there, the pathfinder explained the purpose of the Tomorrow Legion and offered to set up a means of communication using Ley Lines. The Tree Council has currently taken this offer under consideration. The Council prefers to take the long view, and has so far refused to come to any quick decision on the matter. Some of the local tribal leaders and stone towns, however, are far more open to the idea. It is likely that some tribal elders may approach the Tomorrow Legion for help dealing with threats such as Splugorth slaver raids, pirate attacks, or the sinister machinations of the Mauian Order. MANOA This legendary city was once known as El Dorado, a metropolis that inspired many wild stories about cities of gold hiding in the jungles of South America. Compared to other nations in the area, Manoa is one of the largest, most populous, and more prosperous kingdoms one can find near the Amazon river. It is home to Clan Skellian, one of the most renowned groups of True Atlanteans on Rifts Earth, the Amazons (a large tribe of human females enhanced by advanced Bio-Wizardry and divine gifts to gain superhuman abilities), and a myriad of other colonies of d-bees, dragons, and other supernatural beings. Under the leadership of Clan Skellian, Manoa has returned to Rifts Earth as a major power in the region, one that has garnered more than its share of enemies and rivals along the way. Background GETTING THERE Manoa’s return placed the city directly in the middle of a thick jungle. There is a tributary of the Amazon river that runs through the city and a handful of roads that connect to the city’s massive gates. Generally, most people arrive either by air or by water—only a few manage to make it across the roads that lead to Manoa. Thanks to the powerful ley lines that flow through the area, ley line transports (such as various Techno-Wizard vehicles) are also a good option. HISTORY Manoa, or El Dorado, was founded by a small group of True Atlanteans fleeing the destruction of their homeworld. These Atlanteans chose to remain on their home world rather than flee to another dimension, and the rich network of ley lines present in the Amazon basin allowed them a trickle of magical energy long after it had been depleted elsewhere on Earth. This group of Atlanteans was Clan Skellian, and their foresight helped them prosper whilst others of their kind wandered, scattered across the megaverse. The Atlanteans chose an isolated valley in the heart of the rain forest for the location of their new home. They found a tribe of women warriors nearby on the verge of extinction. Inspired by the tribe’s courage, Clan Skellian used their knowledge of BioWizardry in conjunction with a ceremony invoking divine protectors of the tribe to transform the women into superhuman warriors. This tribe—the Amazons—lived in harmony with the Atlanteans, grateful for
121 their help, and more than willing to use their new abilities to help defend the growing settlement they had built together. There were less than a hundred True Atlanteans in Manoa, but with their powers, they were able to raise a city of beautiful marble and gold. The ferocious female warriors became the city’s superhuman protectors, and Manoa soon flourished. So great was the city that it founded numerous legends of “cities of gold” lying hidden in the jungle for centuries to come. As Manoa grew, new communities of outcasts were drawn to it, including transdimensional refugees such as the bizarre beings known as Ewaiponomas. However, magic continued to fade from the Earth, and Manoa’s structures had been built using a great deal of sorcerous techniques. The buildings began to crumble, and the Manoans began to experience visions of doom. These seers beheld invading armies tearing Manoa apart, whilst even darker visions shows glimpses of the Earth itself undergoing enormous devastation—the Great Cataclysm that was yet to come. The Atlanteans of Clan Skellian marshalled their few remaining resources of magic and technology, expending all of it in one final effort to open a last, momentous Rift to send their people into a dimensional limbo where they could dwell in safety. The vanished city and stories of the women warriors who defended it would echo down through the ages. The nearby river would be christened “the Amazon” in honor of these tales, though they would later be determined as nothing more than myth. Manoa, or El Dorado, was gone from Earth for over 500 years. During this time, the city continued to grow in the limbo pocket dimension into which it had retreated. Shaydor Spherians, fleeing their Splugorth masters, settled in Manoa in great numbers, alongside Chiangku dragons, godlings and demigods, and others who sought a safe haven. The Atlanteans’ numbers remained low, but they continued to wisely guide and lead the citizens of Manoa. The energies unleashed by the Great Cataclysm affected Manoa as well through the city’s dimensional links to Earth. Clan Skellian determined that the only way to avoid destruction from these ravening eldritch forces was a hastily assembled ritual that would return Manoa to Earth—but it was not the same world they had left behind. Shortly after the Great Cataclysm ended, a ley line storm rampaged through the same valley where Manoa had been founded all those years ago… and the city suddenly reappeared in a cascade of magical light. Since its return, Manoa has established itself as a place of learning, healing, and refuge in the Land of a Thousand Islands. The city has attracted numerous new citizens, many of them d-bees who were stranded in the Amazon by the Coming of the Rifts or refugees from other nations. A sizable number of lizardmen who have escaped the tyranny of Lagarto now reside in Manoa, for one example. Overall, Manoa represents a new beginning for Clan Skellian and a considerable power standing against evil. Life in Manoa Manoa is a particularly magic-rich city, containing no less than five nexus points. Ley lines criss-cross the metropolis, blazing with eldritch energies. The city itself was built using magical techniques developed by the Atlanteans, and its architecture has a particularly Atlantean ‘feel,’ similar in many ways to the civilization of ancient Greece. Manoa is a truly beautiful city, constructed from gold and marble in large quantities, sculpted and carved by true masters. Inlays of gems and precious metals glimmer from many buildings within the walls, and visitors do not find it difficult to believe that this city was once the inspiration for legends of El Dorado, the “city of gold.” There are some who point to Manoa as a shining example of what Atlantis itself might have looked like before it was conquered by the Splugorth. SOCIETY & GOVERNMENT The society of Manoa is particularly diverse. The city houses over two million souls,
122 and a large number of those are made up of humans, Amazons, Shaydor Spherians, and Ewaipanoma. A sizable number of lizardmen also reside here, in addition to a relatively enormous population of dragons. Hundreds of these winged beings reside in Manoa, many of which are the powerful and mysterious Chiang-ku dragons. Other beings, like the Shaydor Spherians, have their own free colony in Manoa, able to make their own laws and traditions whilst still being closely allied to the other folk of the city. The head of state in Manoa is the Lord Protector, a title held exclusively by True Atlanteans and only given to four people since the founding of the city. The current Lord Protector is named Temarkhos, after the previous ruler during the last days of Atlantis before the Coming of the Rifts. The Lord Protector is advised and guided by the Council of Wisdom, a group made up of the wisest and most experienced Atlanteans, Amazons, humans, and other influential d-bees. Council members are highly experienced in various fields and their words are not taken lightly. Below the Lord Protector and the Council of Wisdom lies the Civil Service, a large group of bureaucrats that handle collecting taxes, public services, and all the other essential aspects of government. Many Shaydor Spherians have joined the Civil Service, lending their own particular expertise with such operations. The Security Bureau handles justice and protection for the city. Most of the higher positions in the Bureau are filled by True Atlanteans. Thanks to the efforts of the Security Bureau, Manoa has the lowest crime rate on the continent. CLAN SKELLIAN Over fifty thousand True Atlanteans reside in Manoa, and the vast majority of that number belong to Clan Skellian. This clan is renowned for its stone masters, artists, magicians, and philosophers. Clan Skellian were considered to be some of the foremost masters of tattoo magic, having befriended and made alliances with numerous Chiang-ku dragons. The clan leader at the time (Temarkhos the 10th) opposed the experimentation that led to the disaster that befell Atlantis and removed that ancient continent from the Earth. His words went unheeded, and the aftermath of Atlantis’ folly was even worse than he could have dreamed. Manoa is now the largest Atlantean community on Rifts Earth, and one of the largest found anywhere in the megaverse. So far, this fact is largely a well-kept secret, since the Atlanteans are far too busy stabilizing the city’s territory in the Amazon rainforest and dealing with local threats, such as Cibola, to advertise their presence. As a whole, Clan Skellian are dedicated to defending Rifts Earth against supernatural evils, alien intelligences, gods, demons, and the like who seek to dominate and misuse their world. Other True Atlanteans remain largely unaware of the re-appearance and rise of Manoa in South America. Only two other clans have been entrusted with knowledge of the city and its location. This has resulted in Clan Skellian being viewed with some suspicion by other Atlanteans, many believing they are little better than the infamous Clan Aerihman. Clan Skellian, unlike most True Atlanteans, has always tried to accept other beings as true equals, though they struggle with their own protective instincts towards the “younger races.” Other Atlantean clans disapprove of sharing so much power and knowledge with other species, especially with aliens such as the Shaydor Spherians and Ewaipomona. The Atlanteans do their best to keep these disagreements from becoming public. These issues crop up most often in the Council of Wisdom, where the non-Atlantean councilors are rarely given as much respect and attention as the rest. This causes many, especially the Amazons, to chafe under the seemingly unending leadership of the Atlantean upper class. Tension along these lines has been growing over time, although, for the most part, the different groups in Manoa get along very well with little of the distrust or hatred that are found so often
123 elsewhere on Rifts Earth. It is said that Lord Temarkhos is well aware of these issues and is considering some means of addressing them, though no action has yet been taken. TECHNOLOGY The city of Manoa relies heavily on both magic and Techno-Wizardry. Technology certainly exists in the city—devices facilitating communication and entertainment are popular—but computers, cyborgs, robots, vehicles, and other examples of high-tech are rather uncommon. Manoa’s Atlantean Techno-Wizards have devised some unique creations using their pyramids, designs that are (at least, so far) unable to be duplicated elsewhere. Horses and other beasts of burden are common, though some are beginning to adopt vehicles such as motorcycles, tractors, ATVs and the like, with many of those having been adapted as Techno-Wizard devices. Given Manoa’s sheer size and prosperity, there are several shops that cater those who are looking for advanced technology, but for now, such places are seen mostly as a novelty. FORCES OF MANOA By law and custom, all able-bodied citizens of Manoa are required to serve in the military for a minimum term of two years. This has created a large number of citizens with basic military skills and the capability of raising a reasonably disciplined militia if the need arises. In its formal military, Manoa largely relies on the Amazons, backed up by humans or Atlanteans piloting power armor or assault robots. Some Shaydor Spherians also serve as scouts and medics, assisted by humans who prefer those roles. The Amazons are a force to be reckoned with on their own, but supported by Atlantean Techno-Wizardry, they are amongst the finest fighting forces on the continent. Manoan military forces generally prefer small, more maneuverable units and tend to avoid fielding large armies if possible. Amazon Huntresses (see page 237) are either fielded as officers commanding Amazon formations or as special forces squads. Sentinels often work with Monster Hunters and other adventurers to form adhoc irregulars who take on diversionary attacks or other actions behind enemy lines. Locations Many of the buildings in Manoa are constructed along Greek-Roman architecture styles, using rows of columns supporting triangular rooftops, open courtyards in the center of most dwellings, and numerous wall paintings or mosaics. Marble and gold statues of historical and mythological figures are commonly found in public spaces like city parks and gathering areas. Rumors claim that these statues can be animated using stone and rune magic to defend the city during an emergency.
124 CITY WALLS AND THE FOUR GATES Manoa is encircled by a continuous wall of white, marble-like stone with golden hues. Every inch is covered in runes and circles of mystical power inscribed into its surface, strengthening them against all attack. In the event of a full-scale assault on Manoa, Manoa’s pyramids can combine their power to activate a force field over the entire city. This force field is of incredible durability and can last for up to a week before being exhausted. There are four gates leading into the city, each one towering a hundred feet tall and fifty feet wide. The entrances can be barred by enormous double doors constructed of a nigh-invulnerable golden alloy. Only one gate is ever open at any one time, defended by a platoon of robots and over 40 Amazon warriors. MANOAN STREETS The streets in Manoa are not paved with gold, but they are quite unusual. In fact, the paving stones are made from marble, covered in gold inlays and encrusted with precious jewels. The texture of these roads is smooth, but not slippery, enchanted to be both beautiful and functional at the same time. The gemstones are enchanted to deter thieves, while next to the main avenues lie golden strips that magically shift in both directions, acting as “moving sidewalks.” These golden strips act as Manoa’s public transportation system and are commonly used by all pedestrians. The functions of these strips are maintained by the city’s Techno-Wizards and are utilized by the more primitive carts and wagons used by nearby tribes. THE MARKET SQUARE Located near the center of the city, Manoa’s market square bustles with mercantile activity, yet it cannot hold a candle to locations such as Cibola’s marketplace or the Splynn Dimensional Market. Artisans and merchants of all kinds hawk their wares here, selling a decent variety of clothing, adventuring gear, weapons, armor, food, drink, magical items, and exotic articles. THE PYRAMIDS Manoa features five stone pyramids, each one constructed atop one of the nexus points within the city walls. The four outer pyramids are around 200 feet in height, surrounding the much larger central pyramid located near the center of the city itself. This final pyramid rises 800 feet in height and dwarfs all other buildings in Manoa. All of the pyramids are heavily guarded and access to them is strictly controlled, granted only by the Lord Protector or the Council of Wisdom. The pyramids are also connected to dozens of other dimensions (many of which are inhabited by Atlanteans) and act as the gateways for dimensional travel in or out of the city. Foreign Relations of Manoa Manoa has remained aloof from many of its neighbors, preferring to stay hidden and remote whilst they deal with their enemies. However, the city has sent out numerous scouts and explorers throughout the rest of the continent, hoping to learn as much as they can about the conflicts and nations surrounding them. To date, Manoa has collected a great deal of info on the major kingdoms of both North and South America, Europe, and Africa. Lord Temarkhos is well aware of forces such as the Coalition States, the New Navy, Lemuria, the NGR, and—of course—the Splugorth of Atlantis. The Manoans have made some tentative diplomatic contact with the nations of Columbia, Bahia, and Maga Island, since those regions share at least some of their values. No formal relations have been established, but Maga Island has opened up trade between them and Bahia plans to follow suit imminently. ATLANTIS Currently, any minions of the Splugorth that are discovered on Manoan territory are attacked on sight. Lord Temarkhos has a special interest in any information about Atlantis, hoping to one day help free his ancestral homeland from its conquerors. Eventually, Lord Temarkhos plans to
125 eradicate any forces and influence of the Splugorth from the Land of a Thousand Islands…as a start. CIBOLA A state of war exists between Cibola and Manoa. Recently, Manoa fought off a significant attack by Cibola and inflicted major casualties on Inix’s forces. Manoan patrols and security forces are highly aggressive against any group of raiders from Cibola. Since then, the “war” with Cibola has been relegated to a few border skirmishes. Cibola is reeling from its defeat, but it is only a matter of time before these two cities clash once more in open conflict. LAGARTO The rise of the Kingdom of Lagarto is a significant threat to Manoa. Violent skirmishes have broken out between Manoan patrols and the forces of Lagarto, and things seem to be escalating every year. The Council of Wisdom believes that Lagarto are puppets of the Splugorth, and therefore eternal enemies of Manoa. Lord Temarkhos is resigned to the fact that war is inevitable, and has directed Manoan strikes against Lagarto’s Kittani factories. Some Atlantean agents of Manoa are also attempting to befriend the Lizard Folk’s rebel underground. OMAGUA First contact between Manoa and Omagua was marred by tragedy. A Manoan patrol was tricked into opening fire on a group of Omaguans while pursuing Cibolan marauders. This incident led to many years of suspicion and aggression between the two cities. For over ten years, there has been an informal and uneasy truce in place, broken occasionally by skirmishes along the border. Recently, Lord Temarkhos has been made aware that Omagua is more open to diplomacy, hosting numerous envoys from other kingdoms, and is preparing an ambassadorial expedition in hopes of normalizing relations. The Tomorrow Legion in Manoa Manoa remains unknown to the Tomorrow Legion… for now. Old legends of El Dorado and the Amazons could certainly lure adventurous Legionnaires into the region and potentially establish contact. If this could occur, the Legion would need to gain permission from Lord Temarkhos for a Legionnaire to be stationed there on MANOA ENCOUNTER TABLE D20 RESULT 1–5 Same results as in The Game Master’s Handbook. 6–7 Manoan Patrol: 2d6 Amazons, 1d6 Humans, and 1d4 Atlanteans search the area for trouble. The patrol includes one Lictor Assault Robot and three Hoplite Power Armor. 8–9 Shaydor Spherians: 2d4 Shaydor Spherians examine an unusual piece of technology. 10 –11 Ewaipanoma: 1d6 Ewaipanoma commune with the earth around a small pit. 12–13 Clan Skellian Atlanteans: 2d4 Atlanteans, one of whom is a Techno-Wizard, scout the area. 14 –15 Lagarto Search-and-Destroy Squad: 2d6 Lagardo Dragoons and 1–2 Carnosaurs. 16 –17 Cibolan Raiders: 1d6 Gatherers and 1d4 Pincer Warriors travel on two flying platforms, looking for plunder. 18 –19 Splugorth Slaver: As the result in The Game Master’s Handbook. 20 Same result as in The Game Master’s Handbook.
126 a semi-permanent basis. No doubt the Legion would need to convince the Council of Wisdom of their worth, but there is no doubt that Manoa would be a strong friend and worthy ally for the Tomorrow Legion. In addition, the city itself would make a perfect base of operations in the Amazon rainforest. Lastly, the Tomorrow Legion could become an important part in Manoa’s plans to sabotage Lagarto’s growth. Denizens of Manoa EWAIPANOMA These strange d-bees are native to another dimension and possess a strong link with Earth Elementals, suggesting their home world is steeped in elemental magics. Their appearance is truly bizarre; although their body is humanoid, they have no “head” as such. Instead, their eyes are set into their shoulders and they have two fully developed mouths, one on each side of their upper chest. Legends of the Ewaipanoma were told thousands of years ago on Earth, mostly told by European explorers who ventured into the jungles of South America. The tales did have a seed of truth, for a large number of Ewaipanoma had been stranded in that region of Earth by a vast dimensional disturbance created by the ancient Atlanteans. Wrenched from their home world, the Ewaipanoma were forced to eke out a secret existence hidden in the jungles of South America. Against the odds, the Ewaipanoma survived, gaining the friendship of a number of local tribes. With the natives’ help, the stranded d-bees learned what they needed to persevere, and they came to adopt their new home in the rainforest. However, the local tribes became far more aggressive and territorial after the Coming of the Rifts. Over time, those tribes began to hunt the Ewaipanoma, and it was only the arrival of Clan Skellian that saved these d-bees from extinction. Manoa welcomed the Ewaipanoma, finding their assistance very helpful in building and expanding the city. Generally speaking, Ewaipanoma are peaceful, rational, and diplomatic. They tend to be very well educated and prefer to think their way through any challenge. When they grow angered, however, they are truly fearsome beings. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d12 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d6, Spellcasting d6, Stealth d4, Survival d6 Pace: 6; Parry: 5; Toughness: 9 Edges: Ambidextrous, Arcane Background (Magic), Brawny Powers: barrier, beast friend, burrow, entangle, protection, smite, summon ally, wall walker. PPE: 20 Special Abilities: Speak with Earth Elementals: Ewaipanoma speak the language of Earth Elementals and can communicate with them at will. Sense Earth: Ewaipanoma can detect direction, magnetism, and mineral locations up to a range of Spirit in miles. SHAYDOR SPHERIANS Also known as the “Stilt-people,” Shaydor Spherians have a body similar to a crystalline orb suspended on two long, skeletally-thin legs. Their shell-like skin is shiny and smooth, ranging from amber to gold in color. They have five limbs aside from the two legs. These limbs are all long and whiplike; one is more like a tail with an arrowhead tip for defense, two end in grape-cluster-shaped sensors, and two more are delicately-fingered hands. Mostly they consume fruits, juices, pulp, honey, syrups, nectar, and pureed foods they eat using their long beak. Shaydor Spherians are fascinated by other species and are quite curious about magic and supernatural beings. They are gentle and quiet, but they possess exceptionally strong psionic powers. Their lush, mineralrich home world proved to be a tempting target for the Splugorth, and the Shaydor Spherians found themselves enslaved to the invaders. A small free colony of their kind has made their home in Manoa.
127 MANOAN TECHNO-WIZARD WEAPONS Atlantean Gear: Unlike standard Techno-Wizardry items, Manoan gear may be used by any wielder. Check Spirit to activate abilities as an action unless noted otherwise. Recharging Shots: The Shots listed represent how many times a Manoan weapon can be fired before needing to be recharged. Only Techno-Wizards may recharge these items; requires one minute and 10 PPE. Alternatively, Manoan devices are fully recharged in one hour when located at a stone pyramid, ley line, or nexus. Arcane Devices: Manoan items within 10" of a ley line or nexus point (including those with a stone pyramid) have their effect increased, see Arcane Effects in The Tomorrow Legion Player’s Guide. Mega Damage: All Manoan ranged weapons may deal Mega Damage. WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WT RARITY CREDITS Flamer Pistol 12/24/48 3d6 1 3 12 d4 2 −2 10K SK Stun Gun 12/24/48 4d6 1 2 8 d4 3 −2 15K Notes: Can use a stun setting instead of a normal shot. Targets check Vigor, at −2 with a raise, to avoid being Stunned. Fireball Rifle 24/48/96 4d6 1 3 24 d6 10 −2 R 20K Stun Pistol 12/24/48 — 1 — 8 d4 3 −2 8K Notes: Targets check Vigor, at −2 with a raise, to avoid being Stunned. HOPLITE POWER ARMOR This highly-advanced Techno-Wizard power armor uses many secret spell combinations to animate and control the metal shell surrounding the pilot. Similar to a golem, the pilot is encased inside the armor’s metal “skin,” augmenting his strength, speed, and senses. Hoplite armor recharges its power supply either at a ley line or a stone pyramid, requiring four hours recharging for every 96 hours of use. The process of recharging also magically repairs any damage to the armor. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +8 MDC +4 d12+1 10+d10 (60 MPH) 50 −4 60 M Notes: Techno-Wizard Battery (30 PPE), powers activate as an Innate Ability Powers: banish, detect/conceal arcana (detect only), environmental protection (self only), farsight (self only), fly (self only), invisibility (self only), mind link, protection (self only), smite (self only). Weapons: Shield (left wrist, provides Parry +2 and Cover −2) Energy Spear (energy blast) (right hand, Range 24/48/96, Damage 5d6, AP 3, RoF 1) Energy Spear (melee) (right hand, Str+2d8, AP 8) MANOAN BODY ARMOR The mystic armorers of Manoa use alchemical techniques to produce several different varieties of enchanted armor for the city’s defenders. While all these suits of armor are very light thanks to their enchantments, they can only be repaired by a Techno-Wizard or alchemist. ITEM ARMOR TOUGH MIN STR WEIGHT RARITY CREDITS Enchanted Chain Mail +3 +2 d4 15 −2 35k Enchanted Plate Armor +5 +2 d4 25 −2 45k Enchanted Segmented Plate Armor +6 +3 d4 30 −2 60k
128 Attributes: Agility d8, Smarts d8, Spirit d10, Strength d4, Vigor d8 Skills: Athletics d4, Common Knowledge d8, Fighting d4, Notice d6, Persuasion d6, Psionics d6, Stealth d4, Survival d4 Pace: 8; Parry: 4; Toughness: 6 Edges: Ambidextrous, Arcane Background (Psionics), Quick, Major Psionic, Master Psionic Powers: bolt, confusion, darksight, divination, empathy, farsight, fear, healing, mind link, object reading, telekinesis. ISP: 30 Special Abilities: Bite: Str+d6, AP 2 Tail Strike: Str+d8, AP 4 Savage Tale: Something Borrowed Romana and Julian plan to get married, but there are many beings out there on Rifts Earth who want to put a stop to this union. Romana is an Amazon from Manoa, and Julian is a Sea Titan of the New Navy; both advanced examples of how strong humanity can become. Inix, the soul worm ruler of Cibola, has no desire to find out what their children could achieve, so he’s dispatched assassins to interfere with the wedding. Love, True Love The next time the heroes are in a city, they are approached by a courier with a message; “Two good-hearted people are trying to get married. Evil forces want to kill them. Please help these two tie the knot and keep them safe. Do this, and I’ll owe you a favor in the future.” The message contains the names of the bride and groom (Romana and Julian) and a small map to Guatemi, a village near the Amazon River (not far from Manoa). The message is signed, “A Friend,” and comes with a 10,000 credit chit. The courier knows nothing more of this; in truth, the message was written by Captain Nemo of the New Navy and sent through his contacts in Avenger Armaments to the nearest Tomorrow Legion group. Julian and Romana know that help is coming from the Legion, so they are both present to greet the heroes when they arrive in Guatemi. The village is very small and primarily subsists on fishing in the Amazon River. Julian and Romana are willing to answer the heroes’ questions, helping them understand the situation in the Land of a Thousand Islands (for Romana, an Amazon LICTOR ASSAULT ROBOT The Lictor is sculpted to appear as a giant statue of a man wearing Greek-style armor and helmet, wielding a similarly giant-sized axe and rifle. Standing roughly 30 feet high, Lictors are intimidating robot vehicles, constructed using advanced techno–wizard techniques that allow them to mystically fly through the air. Lictors are usually reserved to defend the city of Manoa itself, although exceptions are granted for search-and-destroy squads or special operations. SIZE TOUGHNESS STR TOP SPEED) CREW CREDITS 6 (Large) 45 (25) d12+5 40 MPH 1+2 — Notes: MDC Armor, Handling +1, Pace 12+d8 (50 MPH Flying). Spellcasting: The operator can command the Lictor to cast the following spells, using the lower of his Piloting or Spellcasting Skill. These spells draw on the Lictor’s near-unlimited PPE store, and all can be cast using Power Modifiers: detect/conceal arcana (detect only), farsight, invisibility (self only), protection (self only). Weapons: Electrified Axe (ranged) (Range 12/24/36, Damage 4d6, AP 6, RoF 1) Electrified Axe (melee) (right hand, Str+4d6 Mega Damage, AP 10) Mini–Missile Launchers (shoulders, fixed front, Mini Missile, RoF 4, Shots 4) Plasma Blasters (eyes, fixed front, Range 24/48/96, 4d12 Mega Damage, AP 0, RoF 1) TK–Rifle (Range 36/72/144, 3d10+4 Mega Damage, AP 6, RoF 1) Concealed Lasers (fingers on both hands, Range 24/48/96, Damage 3d6, AP 3, RoF 1)
129 native to Manoa) or on the seas, with the New Navy (for Julian, a Sea Titan). It is clear from their behavior that Julian and Romana are deeply in love and both are looking forward to the wedding ceremony, which will be held in two days. If the heroes want to ask Romana and Julian about the wedding, here are some common answers: Why do you want to get married? Why does it have to happen now? Julian replies that he is about to go on a tour of duty with the New Navy fleet. Romana has various assignments waiting for her in Manoa. For both of them, it was “now or never.” Who wants to stop the ceremony? Neither of them knows for sure. Julian believes the Splugorth could be behind any problems, while Romana suspects Cibola instead. Who sent us the message about your trouble? Romana has no idea; she does not believe that Lord Temarkhos or the Council of Wisdom have any idea where she is at the moment. Julian is silent for a few moments before suggesting that it might have been his commander, Captain Nemo. Finally, the heroes are introduced to the following NPCs: Brother Eduardo: This older man is Guatemi’s priest. A stern and serious man, he is a worshipper of Yaguar-Ogui. Artemisia: This elderly Amazon woman is Romana’s sister-in-arms and best friend. She is the Maid of Honor for the wedding. Artemisia is openly disdainful of the entire concept of marriage and particularly suspicious of all men. Marcos: This young man is a resident of Guatemi and one of Julian’s friends. He is the Best Man for the wedding. Marcos has also decided he is “in charge of security” for the event. Before everyone heads into the village to rest for the night, a flying platform zooms in overhead, carrying with it an attack force from Cibola! Gatherers (2): One is piloting the flying platform. See page 138. Pincer Warriors (2): See page 138. Trouble Brewing The heroes may be faced with numerous concerns during the first day after their arrival. Select any (or all) from the following list of problems for the player characters to solve. Runaway Bride: Romana confides in one of the heroes that she’s having second thoughts about the wedding. Artemisia has poisoned the younger Amazon’s mind about her potential future with Julian. The hero can convince Romana to carry on with a successful Persuasion check. If this fails (or if the hero persuades Romana otherwise), she’ll break it off with Julian at the altar during the ceremony in a painfully awkward manner.
130 Crisis of Faith: Brother Eduardo approaches one of the heroes (any spellcaster or psychic is the preferred choice) and explains he’s having doubts about the ceremony. The Jaguar God that Eduardo venerates is a god of warriors and honor, but Eduardo is unsure that he’s worthy to carry Yaguar-Ogui’s message to the wedding. A successful Persuasion or Intimidation check from the hero can give Eduardo some much-needed confidence. If the check is failed (or if the hero simply discourages Eduardo instead), then the priest’s performance during the wedding ceremony is markedly downbeat and depressing. The Lost Rings: Marcos is very embarrassed to say that he has lost the wedding rings. Artemisia has already given him a severe scolding, and now he’s hoping the heroes can help him find it. A successful Notice check at −4 reveals that the rings were dropped down by the docks and were in danger of being washed out to sea. If the heroes fail to find the rings, the wedding proceeds anyway, but there is a pall over the entire event. Wedding Bells At last, the wedding ceremony can commence. Brother Eduardo asks the heroes to give a brief speech before the couple exchange their vows. Allow the players a few minutes to speak on any topic they wish while the assembled crowd (consisting of the named NPCs and roughly 10 villagers) listens. Then, without any further warning, a group of black-armored assassins teleport into the area and attack the bride and groom! Sunaj Assassins (1 per hero): see Savage Foes of North America. Once the battle is over, (assuming Romana wants to proceed) the bride and groom place rings on one another’s fingers and are officially married. The heroes now possess a favor owed to them by Captain Nemo of the New Navy, and the gratitude of at least one Amazon of Manoa. CIBOLA, THE GILDED CITY Myths about the seven cities of Cibola have been present for much of human history. Several expeditions set out in search of these legendary cities of gold, but they would never know the truth. There was only ever one city of Cibola, and it was not located on Earth. The stories of its appearances across the globe were the result of rifts used by explorers and scavengers from other dimensions. These portals sometimes allowed people a glimpse of Cibola, a form of “mirage effect” that helped spread tales of a golden city hidden somewhere on the planet. Background In truth, until roughly two hundred years ago, Cibola was hidden in a transdimensional nexus, a form of pocket dimension connected to thousands of other dimensions like some sort of megaversal hub. Cibola was a trading post and stepping stone for dimensional travelers throughout the megaverse, popular because of the city’s numerous portals that led to a myriad of other dimensional destinations. Defended by an army of bloodthirsty monstrous beings from across the megaverse, Cibola boasted of advanced medical technology— so profoundly innovative that they were able to raise the recently dead. Cibola featured goods in its trading shops that were exotic and restricted elsewhere in the megaverse, including samples of Splugorth Bio-Wizardry, drugs, and treatments. Naruni Enterprises, the notorious multidimensional weapons dealer, also had an outpost in Cibola. All of this was ruled by Inix, a sinister supernatural intelligence known as a soul worm. Inix had devoted thousands of years towards developing Cibola into his own personal fiefdom. Being a thoroughly evil entity, Inix was using the city and all of its citizens to enrich himself and develop his own wicked goals, promoting death and suffering in his every scheme. Inix was the one who focused a great deal of Cibola’s industry around alchemy and drugs,
131 producing dozens of unique concoctions that enhance pain, numb independence, and other such oppressive effects. Inix acquired an extensive clientele for his city’s production, mostly composed of demons, godlings, and other horrid beings who cherish such corrupting effects. Ironically enough, it was the Coming of the Rifts on Earth that put an end to Cibola’s pocket dimension. Inix noticed a few decades after the Great Cataclysm that Cibola’s current dimension was growing unstable. Experts consulted on the matter determined that the entire nexus would collapse into itself in only a few decades, utterly destroying anything that remained in the pocket dimension. The same experts were able to determine that the source of this instability led to Rifts Earth and the enormous outpouring of dimension energies that had occurred there. Unsurprisingly, Inix quickly realized that such an apocalyptic event would be bad for business. It was decided to relocate Cibola to Rifts Earth, since that world’s vast mystic energies and numerous dimensional portals would allow the city to maintain much of its multidimensional clientele. In addition, aside from a Splugorth colony and a few vampire kingdoms, the South American region was considered open and undefended, ripe for exploitation and providing a nice, remote location for Cibola’s new home. Since Cibola would be trading with other dimensions using rifts, the isolation of the Amazon rainforest would be hardly a concern. Thus, Inix transported the city to Rifts Earth, and in the process unleashed a devastating earthquake that killed thousands of people in South America. The effects of the quake were felt as far north as Lone Star, and it took decades to fully recover from the destruction Inix had unleashed. However, the soul worm had clearly made an error. He had overlooked the cities of Omagua and Manoa—both of whom were uncomfortably close to Cibola’s new location—and any attempt to move Cibola again would certainly involve so much magical energy that the Splugorth of Atlantis would be sure to notice…and interfere. DECEPTION AND WAR Inix had zero patience for dealing with cultures other than his own, and only wished to deal with them from a position of overwhelming strength. Thus, his first move was to try and set his neighbors against one another. He dispatched a raiding party that tricked a Manoan patrol into an attack on a group of Omaguans, souring relations between the two cities for years. In addition, Inix has sent seek-and-destroy groups of pincer warriors and other mercenaries to attack both Manoa and Omagua, hoping to intimidate both of them into leaving the area. These attacks did cause damage, but it soon became clear that only full-scale war would suffice to eliminate these rivals. And that, Inix feared, would certainly draw the Splugorth’s attention. Therefore, the soul worm turned his efforts towards intrigue and political machinations intended to keep his opponents off-balance and isolated, scuttling more than one effort from Manoa and Omagua to form alliances. Other than directing his minions to attack and plunder his neighbors, Inix has directed that Cibola have little to no other contact with the rest of the Land of a Thousand Islands. This approach may be a mistake, for Naruni Enterprises is making inroads into the Silver River Republics and the Splynn Dimensional Market has sewn up a great deal of business that Inix might have otherwise benefitted from. Lagarto may even begin a competing trade hub if given enough time and resources! However, Inix made a major blunder just two years ago. The soul worm sent several raiding parties—all at once—to attack Manoa, hoping to overwhelm the defenders and bring back some of their Techno-Wizardry items to study for eventual copying and re-sale elsewhere in the megaverse. This attempt failed badly, and the Manoans have used this victory to press the attack against his forces. Inix is very concerned about the consequences of such a decisive defeat—it has caused a great
132 deal of restlessness and lost morale amongst his underlings. The soul worm is beginning to feel fear that Cibola may be seen as weak… and if that is true, it is only a matter of time before that perception attracts a major attack on Cibola directly from a rival or enemy, and possibly present a tempting opportunity for Splynncryth of Atlantis to remove Cibola from the playing field. In response, Inix has stepped up fights in the Arena (see page 134) to build confidence in Cibola’s military. He’s also been dispatching bands of prisoners (watched over by a handful of mercenaries) through previously-unexplored portals in the Tower of the Hundred Gates (see page 134), hoping to locate new resources, allies, or even potential escape routes should the situation grow even worse. Given that Omagua and Manoa are both on a war footing with Cibola, it is likely Inix does not truly understand just how much trouble is coming his way. Getting There A handful of paved roads lead in and out of Cibola’s gates, but the city itself is surrounded by a large, mostly empty band of ground roughly a mile wide cleared by the city’s disastrous arrival. Even now, the jungle seems loath to grow back into the region, which is now sparsely populated by Cibolan slaves cultivating exotic plants that are used to create many of the drugs produced in the city. Few travel overland to visit Cibola, and those that do are often stopped by patrols of gatherers or pincer warriors. These patrols extort hefty “passage taxes” on visitors before they are allowed through the city gates. In truth, most visitors to Cibola arrive via transdimensional travel through one of the many portals in the Tower of the Hundred Gates, a 600-foot-tall structure located near the center of the city. In fact, the magical energies of the Tower inhibit opening any other kinds of portals or dimensional travel in or near Cibola. This effect helps Inix immensely, since it means travelers are forced to use the Tower’s rifts if they wish to leave. However, this also means that n u m e r o u s powerful m o n s t e r s and d-bees (such as dragons, godlings, and the like) tend to avoid Cibola lest they become trapped there. Life in Cibola Cibola is not a nation of ideals or principles; it is a city founded entirely on greed, corruption, betrayal, and fear. People come to Cibola to line their pockets with wealth, usually by exploiting or abusing other beings. Slavery is common in the city, and crime is rampant. Inix rules Cibola with an iron fist, resorting to fear and intimidation to keep a semblance of order over the teeming hordes of grasping, conniving “citizens” who reside there.
133 SOCIETY & GOVERNMENT Slavery is a huge part of society in Cibola. Slaves (typically humans or d-bees) perform all menial tasks and labors in the city, and have no rights whatsoever. Slaves can be (and often are) beaten or abused for nearly any reason, and sometimes they are simply eaten as food. “Free” citizens represent an upper class of lazy, thieving, and corrupt individuals—typically merchants, aristocrats, thugs, or entrepreneurs—who consider any form of actual labor to be beneath them. The few laws in place largely protect property and punish those who perform acts against property, such as arson, robbery, and wanton murder. However, these laws are very selectively enforced, and any cronies of Inix are essentially above the law. Hefty bribes can also secure a form of “immunity” from arrest or interference by the authorities, such as they are. Citizens are always prioritized over visitors, and slaves receive no consideration under the law whatsoever. As for the authorities, none are higher than Inix. The soul worm considers Cibola his personal domain, and his word there is law. There are absolutely no checks or balances on his power; Inix often claims “he is power,” and that statement has never been challenged. He commands an army of warriors, spies, informants, enforcers, and assassins—all of whom are personally loyal to the soul worm. Below Inix are a number of powerful advisors and influential citizens. All of them only wield such power as Inix allows them or delegates to them. This “inner circle” constantly intrigues against one another, vying for influence with Inix and hoping to avoid his wrath. The current circle of advisors includes Kastor, leader of the Gatherers, Rendell, a dragon, and Iridna, a female godling. A fourth advisor— Malkhom, a temporal raider—is believed to have recently perished in battle against Manoan forces. Beneath these advisors are a number of petty bureaucrats and ministers who manage Cibola’s many civil operations. TECHNOLOGY Alchemy and magic are the primary means of getting anything done in Cibola. These two practices dominate most industries, although there is a significant presence of advanced military technology as well. Naruni Enterprises has provided a large number of plasma weapons to the armories of Cibola, and the city’s weaponsmiths have crafted giant suits of powered armor for the Pogtal Dragon Slayers. Inix himself commissioned the construction of heavilyarmed anti-gravity flying platforms, typically crewed by Gatherers. Technology outside of military applications is still very limited, although Cibola’s connections to thousands of other dimensions gives them plenty of access to such devices. It is simply that the city’s overall approach is to lean on magical solutions rather than technological ones whenever possible. Still, some merchants in Cibola deal exclusively in advanced technology for those who can afford it. DRUGS AND POTIONS The true strength of Cibola lies in the numerous drugs and potions its alchemists create. Various alchemists in the city compete with one another to create new and more powerful concoctions, and their work has lent Cibola some renown amongst many dimensions. FORCES OF CIBOLA Cibola largely relies on its “militia,” a group that makes up roughly 60% of the entire city’s population. Most of the militia remains inside the city walls as a security force to deal with invaders from Rifts Earth or any threats that might emerge from the Tower of the Hundred Gates. Gatherers typically act as scouts or commanders, while the front-line forces are comprised of the giant Pogtalian Dragon Slayers and Pincer Warriors. Demons make up a significant portion of the militia as well, bolstered by various mercenaries and guns-for-hire.
134 Locations Cibola is a glittering gem of a city, possessing looming towers of solid platinum and statues made of gleaming gold at most street corners. These statues represent dragons, wizards, alien beings and monsters of all kinds (including soul worms such as Inix himself). Some of these statues loom over 60 feet tall, and there are many rumors that they are enchanted to act as eyes and ears for the city’s security forces… meaning everyone watches what they say and do whenever in “sight” of one of the statues. Many of the buildings seem to shimmer, changing their size, shape, and color before a viewer’s very eyes. According to Inix, these effects are caused by an alien science that allows physical objects to shift “dimensional frequencies,” and even become incorporeal. None can say for sure where this technology originates or how Inix got his tentacles on it in the first place. TOWER OF THE HUNDRED GATES This 600-foot tall spiral structure dominates the center of the city. One can glimpse the tower from nearly anywhere in Cibola, such is the giant building’s height. The tower taps into a ley line nexus point beneath the surface. Similar to a stone pyramid, the tower channels the nexus’s mystical energies for the creation of transdimensional gates to other worlds. The tower’s name is itself misleading—there are only 43 permanent rifts, each one linked to a different dimension (although some destinations have more than one gate connected to them). Among the many dimensions linked to the tower include the homeworld of the Pogtalian Dragon Slayers, two trading centers with Naruni Enterprises, a living planet ruled by demonic creatures, a parallel-universe Earth recovering from a destructive war against alien invaders whose defenders pilot robots that can transform to and from a vehicular mode, and a massive alien citadel that serves as both trading post and gateway to an entire galaxy. Inix requires all travel through these gates to be highly restricted. Magical alarms alert the tower’s security force if any unscheduled arrivals appear through any of the gates. Inix has stationed a garrison of over 5,000 warriors to defend the tower, and there are numerous Gatherers who serve as both customs agents and spies to learn everything they can about visitors. A huge plaza marketplace surrounds the tower, composed of both permanent and semi-permanent shops. The marketplace offers rental agencies, entertainment pavilions, inns, restaurants, and a myriad of other trades and services. A pale imitation of the Splynn Dimensional Market, Cibola’s plaza does manage to offer a decent amount of select and exotic merchandise not commonly found on Rifts Earth (or even Atlantis). Naturally, drugs and potions are a speciality, and there is a dizzying variety of both on sale in every corner of the marketplace. Drug dens nestle side-byside with theaters, magic acts, and brothels. Slaves are also commonly bought and sold here, but they are, at best, a sideshow compared to the other retail offerings. THE ARENA OF CIBOLA One of the greatest attractions in Cibola is its massive arena, able to seat over 100,000 spectators. Inix values the arena highly and sponsors numerous gladiatorial fights and games to keep his citizens entertained. Primarily, slaves are brought in to fight and die in the arena, but the events that fire up the crowd the most usually involve supernatural creatures or monsters battling to the death. The administrators who keep the arena running are eager to find new and exotic combatants (or “acts”) for the crowd. Visitors from other dimensions sometimes come to Cibola purely to watch the brutal combats held in the arena every day. Events held in the arena are broadcast to the homes of Cibolan citizens, many of whom observe the carnage on their very own viewscreens. The current champion of the arena is Sir Cale, an older cyber-knight (and contemporary of Lord Coake). Sir Cale was captured by a group of Pogtalian Dragon Slayers and sold into slavery in the arena several years ago. Ever since, he’s managed to survive against the odds. Scarred but
135 determined, Sir Cale is secretly attempting to organize a slave rebellion to escape Cibola. However, his plans are continually frustrated due to a lack of resources. Foreign Relations of Cibola COLOMBIA Through his advisors, Inix has sent numerous spies into Colombia to keep watch on that nation’s developments. Primarily, Cibola is concerned with two possible changes in Colombia. The first is that the Haktla vampires may surge into power and win the war—and Inix considers vampires as a threat second only to the Splugorth. The second possibility is that Colombia might join the Coalition States, which would extend the Coalition’s reach into the Land of a Thousand Islands (something Inix believes would be bad for business). Formerly, Inix’s temporal raider advisor, Malkhom, was in charge of these spies. Since Malkhom’s presumed death in a battle against Manoa, they have instead begun reporting to Iridna. THE EMPIRE OF THE SUN The Inca Empire to the West is a concern for Inix and Cibola. The soul worm has dispatched numerous groups of Gatherers out west to confirm wild rumors about crashed alien spacecraft and mercenary legions from another dimension. Only a handful ever returned, but they brought with them word of godlings, mages wielding mystical patterns of light, and other wonders (including a great deal of Techno-Wizardry). For now, Inix looks at the Empire of Sun as one would a dangerous serpent… something to be wary of and to avoid. MAGA ISLAND Inix is obsessed with discovering the secrets of Biomancy (dreaming of all the hyperaddictive drugs he could make), and the soul worm has spent a great deal of time and wealth attempting to beg, borrow, or steal any information from the Kingdom of Maga. So far, all his efforts have proved fruitless. The Council of Trees has recognized the threat of Cibola, and they have taken further measures to ensure that Maga Island remains free of any influence or schemes on Inix’s behalf. MANOA Inix considers Manoa to be the single greatest threat to Cibola’s survival. The True Atlanteans who rule Manoa are far too scrupulous for Inix’s tastes, and the military force they command is substantial. Inix recently sent a large raiding force into Manoa in hopes it would disrupt the rival city’s plans. However, the Manoans’ response was swift and deadly, scattering the Cibolans and leaving the survivors to return to Inix licking their wounds. The soul worm is deeply concerned that he may have bit off a bit more than he can chew when it comes to Manoa, and Inix is desperately attempting to bolster his defenses. OMAGUA Another neighboring city, Omagua is yet another danger to Cibola’s existence, if one far less immediate than Manoa. Inix prefers to avoid gods whenever possible, for they are unpredictable and powerful enough to provide quite a challenge. So far, Omagua has more-or-less ignored Cibola, and Inix is fine with keeping things that way, at least for now. In the meantime, the soul worm has quietly attempted to negotiate some contracts with assassins that specialize in murdering divine beings, though he has yet to finalize any such negotiations. Rumors have reached Inix that the Divine Felines are planning something against Cibola… but the soul worm does not yet know any details. THE KINGDOM OF BAHIA Inix has no interest in Bahia; the nation is too small and too far away to be of any concern for the soul worm. Cibola keeps an eye on Bahia only to find more ways to throw a monkey wrench into Lagarto’s plans. THE KINGDOM OF LAGARTO Inix firmly believes Lagarto be a puppet of the Splugorth in Atlantis. The soul worm considers the Splugorth ancient enemies, and
136 has no intention of drawing Splynncryth’s gaze if he can help it. However, Inix does believe in working behind the scenes, so Cibolan provocateurs have been secretly causing all kinds of mayhem and violence. This includes lending aid to lizard men rebels, plundering or spoiling supplies, and stealing as much Kittani tech as they can get their hands on to re-sell on the transdimensional markets. THE SILVER RIVER REPUBLICS In the eyes of Cibola, the Republics are ripe for exploitation. Inix has smugglers trafficking large amounts of drugs and alchemical potions into these regions and has amassed a tidy profit in the process. The soul worm wishes to keep Cibola’s involvement hidden as long as possible and is keeping Cibolan operations light in order to maintain secrecy. However, the SRR is quite wealthy, and there are a handful of Cibolan operatives willing to let their greed overpower Inix’s commands. It is likely that, within a few years, the SRR will have to take official notice of Cibola’s drug-running. The Tomorrow Legion in Cibola So far, the Tomorrow Legion is unaware of Cibola’s existence… but if they did know about it, they would likely avoid Cibola like the plague. If any rumors about Sir Cale’s situation in the Cibolan Arena could reach the Legion, there would be many Legionnaires who would want to try and launch some kind of rescue mission for the enslaved cyber-knight. Denizens of Cibola INIX, THE SOUL WORM Soul worms are monstrous beings, growing up to thirty feet in length, said to be related to the Zembahk Mystic Worms (see Atlantis & the Demon Seas). Like their smaller cousins, Soul worms have fleshy, larva-like bodies with a single eye at one end. There, the similarities end; Soul worms have twelve tentacles surrounding their single eye, and largely, they are a race obsessed with evil and destruction. Soul Worms were created thousands of years ago by an unknown being—possibly one of the oldest and most unnatural CIBOLA ENCOUNTER TABLE D20 RESULT 1–5 Same results as in The Game Master’s Handbook. 6–7 Gatherer Patrol: A flying platform with 1d4 Gatherers on board, looking for plunder or slaves. 8–9 Bandits: As the results in The Game Master’s Handbook, but they are working for some conniving merchants in Cibola and are not looking for a fight. 10 –11 Pincer Warriors: 2d4 Pincer Warriors spoiling for a fight. 12–13 Duel: A Pogtalian Dragon Slayer fights a Pincer Warrior in single combat. 1d6 Gatherers watch the action. 14 –15 Pogtalian Dragon Slayers: 1d6 Pogtalian Dragon Slayers, led by one of these giants in Dragon Death power armor. 16 –17 Manoan Patrol: As the entry in Manoa, but these warriors are wary and on edge since they are in hostile territory. 18 –19 Omagua Scouts: 1d8 Mutant Cats and 1d4 Werejaguars try infiltrating Cibola. They may be disguised as traders. 20 Same result as in The Game Master’s Handbook.
137 intelligences in the megaverse. The Soul worms were this being’s slaves, used as enforcers to ferret out any hint of unrest beneath their creator’s reign. One day, their creator simply vanished, and did not return. The newly-free Soul worms were then targeted by the many civilizations their creator had oppressed, and they were scattered across many dimensions. It is believed that only a few thousand Soul worms survive to this day. Soul worms are not only incredibly strong and tough to kill; they also possess immense magical and psionic abilities. They know all languages, can teleport at will across dimensions, and they have a unique and horrifying power known as soul draining. A Soul worm can quite literally devour another being’s life essence, stripping their victim of memories so that the Soul worm can experience them instead. Few survive this process, and Soul worms are quite addicted to soul draining others. In fact, they must soul drain one victim a week in order to sate their unwholesome hunger. Inix himself is a rather typical example of his kind. Greedy, devious, and cunning, a human who once encountered Inix described him as “a monster with the soul of a used-car salesman.” Inix covets nothing more than wealth and power, but he lacks the conviction to aggressively conquer his way towards achieving his goals. Instead, Inix prefers to work behind the scenes, using sabotage, politicking, and manipulation as his preferred tools. Inix loves terrorizing “lesser beings,” which for him means nearly everyone. Only creatures such as gods, ancient dragons, other supernatural intelligences, and some rare, phenomenal examples of humans and godlings are strong enough to be considered his equals. Lately, Inix has gained a new interest in the mutant cats of Omagua. The Soul worm does not desire to destroy that city—rather, he would greatly enjoy taking it over and finding out just how Omagua’s dimensional “invisibility” works. As for the mutant cats, Inix’s spies tell him the felinoids are the bedrock of Omagua. Thus, Inix believes that destroying them whenever possible is a good way to weaken his enemies. The Soul worm plans to stop the felinoids from acquiring any new allies (such as the Arkhon Freehold) and spoil as many of their plans as possible. GATHERERS The Gatherers are a race of dimensional nomads that vaguely resemble a combination of humanoid, horny toad, and lobster. They have two sets of arms, one that is smaller and more humanoid with six-fingered hands, and an upper set that is far more brawny and ends in lobster-like claws. As they get older, Gatherers grow spines on their backs, with the eldest having the longest and most numerous spines, not unlike a porcupine. Gatherers travel in packs across many different worlds, using an inherent ability in their species to teleport to another dimension at will. Like locusts, Gatherers typically remain on a world just long enough to strip it of everything of value. Inix stumbled upon a large band of Gatherers over two millennia ago and brought them into his service by force. Over the centuries, Inix has recruited thousands of their kind to act as his agents, thieves, and spies. Gatherers make excellent scouts, as they can follow their quarry from dimension to dimension easily. On Rifts Earth, Inix sends Gatherers out to locate magical herbs for Cibola’s drug labs, rare animals, and slaves. By nature, Gatherers are brutal, treacherous and deeply selfish. They have no regard for laws or traditions, obeying only those strong enough to demand their loyalty. Most other species in the Megaverse® regards Gatherers as untrustworthy minions at best. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12 Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Piloting d8, Psionics d8, Spellcasting d8, Stealth d6, Survival d6 Pace: 6; Parry: 6; Toughness: 18 (6) Hindrances: Greedy (Major) Edges: Ambidextrous, Arcane Background (Magic), Arcane Background (Psionics) Powers (Magic): bolt, detect/conceal arcana, fly, invisibility, protection. PPE: 20
138 Powers (Psionic): confusion, fear, objectreading, telekinesis. ISP: 20 Special Abilities: Armored Shell: Gatherers have a superhard exoskeleton which adds +6 MDC Armor and +4 Toughness. Claws: Str+d6, AP 2 Dimensional Teleport: Gatherers can use an action on their turn to teleport to any dimension they know well. To teleport “blind” into a dimension they’ve never visited before requires a successful Smarts check. Fear: Gatherers cause Fear when encountered. Low-Light Vision: Gatherers ignore penalties for Dim or Dark illumination (but not Pitch Darkness). Regeneration: Gatherers make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as a Wound for this purpose. PINCER WARRIORS Making up the mainstay of Cibola’s military force are the Pincer Warriors. These insectoid supernatural monsters greatly resemble the Xiticix, possessing a metallic exoskeleton and covered in sharp, bladed barbs. Pincer Warriors have two sets of arms; the lower set have clawed fingers, while the top set end in (as the name suggests) powerful pincers. Utterly fearless, these creatures value strength and power over everything else. Their origin remains unknown, lost to the history of the megaverse. DRAGON DEATH POWER ARMOR Specifically designed for Pogtalian Dragon Slayers, this giant-sized suit of power armor resembles (and is often mistaken for) a giant robot. The suit has a particular draconic design, with many of its armored plates possessing a scale pattern, claw-tipped gauntlets, and the helm has a dragon crest. Thanks to its specialized design, Pogtalian wearers can use their special energy aura while wearing this suit. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 7 (Large) +8 MDC +11 d12+5 16+d10 (100 MPH) 20T −4 12 M Notes: Flight System (Handling +0, 150 MPH) Weapons: Mini-Missile Launchers (shoulders, fixed front, Mini Missile, RoF 4, Shots 4) Plasma Cannon (right hand, Range 36/72/144, 4d12 Mega Damage, AP 0, RoF 3) CIBOLAN FLYING PLATFORM Aircraft have a difficult time operating in the jungle. Inix asked his designers to come up with something the Gatherers could use to assist their operations, something that could carry an entire attack squad to its destination, and something that could provide a modicum of air support in case of a pitched battle. In response, Cibola’s designers created the flying platform; a simple anti-gravity “sled” with handrails, a force field for protection, and enough weapons to be taken seriously in a fight. The Gatherers love the flying platform and enemies of Cibola have learned to dread the sight of these vehicles skimming over the jungle canopy. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 2 (Normal) +2 200 MPH 13 (6) 1+4 1 600k Notes: Force Field (+8 Toughness, stops working if Wounded, 24 hour recharge) Weapons: Plasma Cannon (Turret), Mini-Missile Launcher (Fixed Front)
139 As Pincer Warriors age, they grow in size, and it is believed that they also grow more powerful with every kill. Some scholars think that Pincer Warriors may be related to demons who feed off the life force of their victims, growing more powerful as they murder other sentient beings. Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+2 Skills: Athletics d10, Common Knowledge d4, Fighting d10, Notice d4, Stealth d10, Survival d10 Pace: 10; Parry: 7; Toughness: 26 (10) Hindrances: Bloodthirsty (Major) Edges: Alertness, Ambidextrous, Frenzy, Quick, Two-fisted Special Abilities: Armored Shell: Pincer Warriors have a super-hard exoskeleton which adds +10 MDC Armor and +5 Toughness. Pincers: Str+d10 Mega Damage, AP 8 Fear: Pincer Warriors cause Fear when encountered. Fearless: Immune to most Fear effects and Intimidation. Low-Light Vision: Pincer Warriors ignore penalties for Dim or Dark illumination (but not Pitch Darkness). Regeneration: Pincer Warriors make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as a Wound for this purpose. Size 2 (Normal): Pincer Warriors stand roughly 9 feet tall. Strength through Death: Pincer Warriors gain an additional die type in Strength after every kill, to a maximum of D12+6. This bonus lasts for one hour after the Pincer Warrior’s most recent kill. POGTALIAN DRAGON SLAYERS Inix has hired thousands of these giant d-bee warriors to stiffen the backbone of Cibola’s military forces. Pogtalian Dragon Slayers are brutish, ugly, giant humanoids (standing around 21 feet tall) with a noticeably overdeveloped jaw and razorsharp fangs. Pogtalians are native to a lush, tropical world, undeveloped by technology. There, the dominant life-forms are dragons and dragon-like beings, competing with the Pogtalians for resources and territory. Thus, these d-bees earned their nickname (“Dragon Slayers”) by learning how to fight and defeat their draconic foes. In Cibola, the Pogtalians have a severe rivalry with the Pincer Warriors, both vying to earn Inix’s favor. It is common for duels between the two races to break out, and there have been numerous battles in the arena featuring both monsters. Inix has bestowed gifts on the Pogtalians, ordering his weaponsmiths to create custom-built suits of power armor to further enhance the Pogtalians’ might in battle. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+4 Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d6, Shooting d8, Stealth d6, Survival d6 Pace: 10; Parry: 6; Toughness: 27 (6) Hindrances: Mean Edges: Alertness, Brave, Brawny, Brute, Sweep Special Abilities: Armored Hide: Pogtalians are giants with incredibly tough skin which adds +6 MDC Armor and +4 Toughness. Bite: Str+d10, AP 10 Energy Aura: As an action, Pogtalians can activate an invisible energy field around their body. When they do so, they gain +5 MDC Armor, and any weapons they wield inflict Mega Damage if they do not already do so. Once activated, the aura lasts for one hour. Fear: Pogtalians cause Fear when encountered. Immunity: Pogtalians are immune to fireand heat-based attacks. Keen Sense of Hearing: Pogtalians gain a +2 to sound-based Notice checks. Regeneration: Pogtalians make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as a Wound for this purpose. Size 6 (Large): Pogtalians stand roughly 21 feet tall and weigh around 3,000 lbs.
140 OMAGUA CITY OF JAGUARS The mysterious city of Omagua sits on top of a magically-created hill in the middle of the jungle, only a half-mile away from the banks of the Amazon River. Omagua should be easily visible from the air, yet it is not. Instruments and sensors malfunction in proximity to Omagua, and vehicles find themselves inexplicably turned off-course when attempting to approach the city. Even traffic along the Amazon River remains unaware of Omagua’s presence, passing by with hardly any clue of a metropolis home to nearly two million souls. The reason behind these phenomena is that Omagua lies in a region of dimensional instability. Enemies who come too close to the city’s walls find themselves lashed by ley line storms and hopelessly lost in other dimensions. Some experts believe that Omagua is actually located in another dimension and is only accessible through a gigantic, eternal rift that keeps it anchored in South America. Background In the time before the Rifts, the nation of Argentina had risen to become a world power and an important center of advanced technology, particularly in the field of genetics. Project Achilles was an Argentinean operation based in a secret lab hidden beneath a set of sparsely-populated plains. The Project’s goal was to create a new breed of super-soldiers by splicing together animal and human genetic material. Project Achilles attempted numerous combinations during their research, but some of the most promising results came from using DNA from the great hunting cats: tigers, leopards, panthers, and the South American jaguar. In the end, more than a hundred different variations of mutant felines were created. During this process, Project Achilles discovered the genetic code leading to psionic potential, and they used this to greatly enhance the psychic abilities of the mutants they created. The Project’s directors believed that they were close to crafting an army of unstoppable mutant warriors. The leaders of Project Achilles practiced untold cruelties onto their test subjects, utilizing brutal methods of experimentation, testing, and training. The intent was to create a slave race of subservient mutants, but the geneticallycreated warriors fought back instead. This rebellion was short-lived, and the genetic material of these “rejects” was destroyed. Only a handful of “rejects” (mutants sharing DNA with those who rebelled) were left alive. Among the surviving “rejects” was a small mutant black panther, the runt of his particular batch, called ZB-23. Mutants were not given names, only a short combination
141 of letters and numbers as their sole form of identity. “Zee,” as this mutant thought of himself, was weak, slow, and lacked the intrinsic ferocity of the more aggressive predator mutants. The uncompromising endurance experiments practiced by the project should have weeded out Zee long ago, but the runty “reject” had an extremely high psionic potential, and thus he was kept alive so that the researchers could study how he developed and used his psychic powers. Considered a “trusty” (a prisoner who is unlikely to attempt escape), Zee was allowed to move freely in the Project Achilles facility by both the security guards and the laboratory researchers. Zee’s privileges and the general high regard he had gained from the humans did not stop him from befriending the other mutant cats. One thing that the researchers overlooked is that Zee, and the mutants like him (known as “Oracle Cats”), possessed highly developed intelligence in addition to their psionic abilities, an intelligence they were determined to use to gain their freedom. Zee and his fellow Oracle Cats received powerful psychic visions roughly one week before the Great Cataclysm. In these visions, the Oracle Cats saw the devastation that was to come and glimpsed three feline faces advising them to travel into the jungle to find a new home. Coordinating with themselves through telepathy, Zee and his fellow mutant cats staged a daring escape, overwhelming the Project Achilles guards and fleeing into the jungle just hours before the Great Cataclysm began. The mutant cats’ pilgrimage was an arduous journey worthy of legend. The expedition required months to complete as the survivors of Project Achilles travelled through earthquakes, ley line storms, and monstrous beings emerging from the rifts that had appeared all across the Earth. Then, Zee and his fellow mutant cats encountered werejaguars who had emerged from a rift nearby. The supernatural felines and the mutant cats quickly became allies as they fought together against strange beings drawn through the dimensional portals unleashed by the Great Cataclysm. The two groups eventually reached their destination and collectively performed a ritual that successfully opened an enormous rift. On the other side was the gleaming city of Omagua, a myth made real as it returned to Earth. History It was soon revealed that the city itself was the creation of three gods: Yaguar-Ogui, Bast, and Simba. These deities had guided and ruled felinoid races across the Megaverse® for eons, and they had collectively dreamed of building a haven for their people. Omagua was the realization of their goal; a home and sanctuary for felinoids of all kinds. The Coming of the Rifts and the oppression of the mutant cats in Argentina had drawn all three gods to Rifts Earth. It was here, the gods decided, that they would found their great city and create a place of safety for all their children. Since Omagua arrived on Rifts Earth, it has rapidly swollen in population. The mutant cats, living in peace and prosperity for the first time in their lives, multiplied quickly. They shared their technical knowledge and psionic abilities freely in order to help Omagua improve the tech level of the city to roughly equal that of the Coalition States. The three gods—known as the Divine Felines—sought out additional feline d-bees from other dimensions and invited them to settle in Omagua. Weretigers, sphinxes, and the sekhmet (a group of lion-headed d-bees) were all brought into Omagua to thrive. The city had even begun some limited trading at pre-arranged locations with local tribes before the first hints of trouble occurred. A group of attackers from Cibola began sacking smaller villages near Omagua’s walls, then moved on to press through the dimensional barriers and threaten the city itself. As the feline defenders organized their defense, a patrol of Amazons and Atlanteans from Manoa approached, and the Cibolans maneuvered them into attacking the forces of Omagua. The three-way battle ended swiftly, but it left bitterness in its wake, and many citizens of Omagua called for open war against Manoa in retaliation for the “assault.”
142 Thankfully, cooler heads prevailed, but Omagua has developed its military to stand ready against enemies old and new. Lagarto and Atlantis have both raided Omaguan territory in the years since, and the Divine Felines have begun to fear that war is inevitable. However, at least one of the deities—Simba, the leonine warrior god—welcomes that possibility. Diplomacy in One Hand, War in the Other The most recent developments in Omagua have opened up the city to visitors more than ever before. The Divine Felines have allowed numerous envoys from other South American Kingdoms to enter the city and to speak to the Claw Leaders on various diplomatic issues. The Claw Leaders, taking their cues from the fickle Bast, have chosen to grant appointments based on the whims of the gods. This has led to the envoys vying amongst each other for power and influence with the Claw Leaders, an outcome Bast finds most amusing. The Arkhon Freehold has sent the largest delegation. Since the Arkhons possess many feline characteristics, they are being viewed quite favorably by the people of Omogua. The Arkhons seem to have gained Simba’s favor, and the aliens have begun speaking of forming some kind of military alliance with the city against the Empire of the Sun while lending their aid in any conflict with Cibola. Manoa has sought permission to send an ambassador—permission that was reluctantly granted. Currently, Lord Temarkhos’s envoy is purely an observer until a more formal delegation is dispatched. The Manoans have made it clear they wish to discuss a summit between the two kingdoms to discuss a lowering of hostilities. A single True Incan from the Empire of the Sun has arrived in the city, but none yet know exactly what position of the Empire he is representing. In truth, the demigod is no ambassador at all, but a spy sent from Atlantis to keep an eye on the situation. In the meantime, Simba and Yaguar-Ogui have increased the number of scouting parties sent to observe Cibola. The two Divine Felines believe that they could succeed in an all-out attack against the neighboring city and absorb its economic might into Omagua’s own. This victory, they believe, would attract more feline humanoids from around the Megaverse® to Omagua, and access to Cibola’s interdimensional infrastructure would allow for much greater immigration of their chosen people. Bast considers this plan a risky move and has yet to give her approval, but the Claw Leaders are quite interested in any adventurers or mercenaries who are willing to go into Cibola and bring back detailed reports of the city’s defenses. Most recently, a small group of mutant felines from North America arrived at Omagua seeking refuge. The mutant cats survived their journey thanks to the efforts of the Freedom Riders, a group dedicated to helping mutants from Lone Star escape to live their lives away from Coalition conditioning. The Divine Felines welcomed these new arrivals, but there was a twist; the mutant cats had also made contact with the Achilles Republic, making both nations aware of each other for the first time. The Divine Felines welcome the opportunity to spread their worship. The Claw Leaders are organizing missionaries to the Arkhon Freehold and the Achilles Republic in hopes of proselytizing to new converts. Bast, Simba, and Yaguar-Ogui are united in a desire to expand their sphere of influence in the Land of a Thousand Islands. Getting There Omagua is one of the most difficult to reach cities in the entire continent. While the Amazon River does provide an avenue to getting very close to the city, the hidden nature of Omagua discourages all but trusted traders and the occasional traveler stumbling onto its location. Most visitors to the city are brought in by invitation only or arrive via transdimensional travel. Generally speaking, if you’ve not received an invitation or are not accompanying someone who is allowed in and out of the city, you’re not getting in.
143 Life in Omagua Life is good for the average citizen in Omagua—the people are largely happy and content, and the city is quite clean and prosperous (with the obvious exception of the Kitty Litter district—see page 145). Violent crime is extremely rare, and the Divine Felines’ leadership is unquestioned. In fact, most citizens of Omagua are fanatically loyal to the gods who rule their city. While it is not unlawful to speak against the Divine Felines, an angry mob is likely to accuse any critics of blasphemy. SOCIETY & GOVERNMENT The majority of the city is made up of a variety of mutant cats, and all feline or felinelike beings are welcomed. The most obvious examples of this policy are the werejaguars and sphinxes who live in Omagua. Nonfelines do suffer from some subtle prejudices, typically paying higher prices to merchants and losing any “benefit of the doubt” when it comes to law enforcement. However, this discrimination rarely goes any further than a few insults, and there are several nonfelines in the city who have become trusted and valuable members of Omagua society. The undisputed heads of government for Omagua are the Divine Felines themselves. All three gods reside in the city, and usually, at least one of them is around at any given time if high-level decisions are necessary. However, most of the day-today management of the city is left to the leadership of a group known as the Claw Leaders. This position is both political and religious in nature, combining the roles of military commander, city administrator, and high priest. There are a total of five Claw Leaders in the city, all appointed by the Divine Felines. The Claw Leaders make all the major decisions for Omagua, and they can only be overruled by the gods themselves. Beneath the Claw Leaders is a representative body known as the Assembly of Prides. The Prides consists of one hundred representatives elected to the position by popular vote. Each representative serves for a term of four years. The Prides propose and ratify laws, taxes, and act as a Supreme Court for important legal disputes. However, the representatives are painfully aware that all the real power in the city resides with the Claw Leaders and the Divine Felines. THE DIVINE FELINES Feline gods have been revered by many cultures on Earth and on worlds across the Megaverse. In South America, one of the foremost feline deities was YaguarOgui, worshipped by tribes in the Andes mountains. Yaguar-Ogui reached out to other feline gods, befriending the Egyptian Goddess Bast and the African Liongod, Simba.
144 Yaguar-Ogui had dreamt for centuries of uniting the feline gods and all the cat peoples of the Megaverse® into a united confederation. However, many of the other gods scorned his goal, finding the idea laughable at best. Even Bast and Simba were skeptical about Yaguar-Ogui’s ambition. Thousands of years later, Yaguar-Ogui experienced a prophetic vision. He saw a city that was home to countless feline humanoids, unanimous in their respect and veneration for himself and two other gods. Inspired by this vision, the Jaguar God reached out to Bast and Simba once more. This time, they listened. Bast had recently quarrelled with the other gods of her pantheon and had struck out on her own. Simba was eager to reestablish his worship in Africa, and he saw Yaguar-Ogui’s proposal as a step towards fulfilling his own goal. Thus brought together, the Divine Felines contacted the psychic mutant cats of the Achilles Project and led them, along with the werejaguars, to the jungle. There, the Divine Felines joined their peoples in the ritual that created Omagua, establishing the homeland that Yaguar-Ogui had been searching for all these millennia. Bast: The most cat-like of all the Divine Felines, Bast is an ancient goddess of light long associated with the Egyptian pantheon. Often invoked for happiness and levity, festivals in honor of Bast often appear like wild parties rather than ceremonies of religion. Impulsive and selfish, Bast argued with Ra and the other Egyptian Gods over trifling matters and decided to make her own way. However, Bast is sincerely concerned with the welfare of her worshippers, so she eagerly accepted Yaguar-Ogui’s offer to join his cause. Incorrigible, curious, and easily bored, Bast is the deity most likely to be wandering about on her own. She occasionally takes interest in particular quests or missions carried out by her followers, and may even secretly accompany them from time to time. Simba: An ancient lion-god, Simba is worshipped on many worlds across the megaverse. However, on Earth, he has largely been remembered only as a lesser deity or spirit guide. Over the eons, Simba’s worship began to decline on other worlds, and the lion-god had very little to lose when Yaguar-Ogui approached him for the second time. Simba has been the most aloof from being involved in Omagua’s operations. The lion-god has his own plans, and to him, Omagua is little more than a steppingstone towards much greater things. Simba has used the city’s warriors to wage wars on other worlds, an act that the other two gods greatly disapprove of. The lion-god is an intimidating presence, so much so that even his fellow gods are wary of incurring Simba’s wrath. Simba’s desire for battle has led him to begin planning a full-scale invasion of Cibola, a scheme that the other Divine Felines are just now beginning to realize. Yaguar-Ogui: A deity of hunters and warriors, the Jaguar God is said to be the father of the werejaguar race by combining a human and a feline with his divine powers. Worshipped in South America for thousands of years, Yaguar-Ogui found his followers pushed further into the interior of the jungle by the nascent Inca civilization. The Jaguar God was deeply angered by this, and has held a grudge against the Incas ever since, even refusing to aid them against the Arkhons’ invasion. Embittered by this conflict, Yaguar-Ogui turned his back on mankind and instead focused his attention on his most faithful followers, the werejaguar people. Once he finally made his dream of Omagua real, Yaguar-Ogui has once more given thought to his human worshippers, as many of the tribes that still remember him are under threat from demons, raiders from Atlantis, Cibola, and the rapidly expanding Kingdom of Lagarto. The Jaguar God intends to deliver his people from their oppressors, a sentiment that has aligned him with Simba’s more warlike instincts. Yaguar-Ogui is the main opposition to any alliance with Manoa. The Jaguar God blames all Atlanteans for the folly and destruction of Atlantis, an act that devastated much of South America and reduced Yaguar-Ogui’s divine strength.
145 TECHNOLOGY Thanks to the technical know-how of the mutant cats, Omagua enjoys a level of technology on par with the Coalition States. Omagua citizens have access to televisions, computers, high-speed data transfers, and all of the other conveniences of high technology. However, magic is also a significant part of their society. Magic is part of the Divine Felines’ very nature, and this is also true for the significant numbers of supernatural felines who reside in Omagua. Thus, while technology is the most common and visible aspect of Omagua’s civilization, magic items and Techno-Wizard devices are seen as commonplace alternatives, and displays of magical ability draw interest, but not fear. Locations Omagua is built from exotic yellow stone quarried in another dimension. Within the city’s walls, there are examples of a wide variety of architectural styles. Some districts are composed of buildings that are reminiscent of African or Islamic styles, using round domes and softer edges. Other regions of the city are more similar to Incan styles. However, the strongest influence on the city appears to be Egyptian, utilizing several obelisks and pyramid structures. This is no doubt the work of Bast’s inspiration on the city’s builders. THE GREAT PALACE On top of the highest hill at the center of the city—a ley line nexus point—lies the Great Palace. This is the dwelling place and high temple of the Divine Felines, and the hill itself is the same one from Omagua’s founding. The Great Palace is an imposing structure centered around an immense, 1,000-foot tall pyramid. The entire palace is plated in gold, featuring stunningly beautiful jeweled mosaics that depict the pilgrimage of the mutant cats, the Divine Felines, and the creation of Omagua. Several statues and triumphal arches surround the central building, overlooking a huge courtyard that can hold over 100,000 visitors. This courtyard is where the Claw Leaders (and occasionally, the gods themselves) can address the people of Omagua directly from a golden balcony encrusted with precious jewels. The balcony is enchanted to present the speaker’s voice and image (similar to a holographic projection) to appear in many other important places in the city. Television cameras are also present here to broadcast speeches and announcements to viewers in a more mundane fashion as well. However, it is considered very prestigious to be able to gather in the Great Palace courtyard and hear the speaker directly. THE BUSINESS DISTRICT One section of the city is devoted entirely to commerce. Here, mutant cats and other feline humanoids gather to trade in delicious and exotic foods, drinks, and a variety of other goods and services. Some interdimensional trade occurs here as well, but exotic and powerful items of magical nature are quite uncommon, meaning that finding such items is comparable to most North American marketplaces. A handful of smugglers bring in technology from the Silver River Republics and Colombia to resell at higher prices. THE KITTY LITTER One district of Omagua stands out from the others, and not in a good way. This is a slum region known by the perjorative name “Kitty Litter.” Here, crime and poverty are far more common than in the rest of the city. Many non-feline residents of Omagua end up here, creating a de facto ghetto within the walls. Despite the poor-quality buildings found here and the lack of economic opportunities, the Kitty Litter is still a better place to live by far than slums found elsewhere on Rifts Earth. This paltry praise is all the district earns, however, for its people are still quite disadvantaged compared to the feline races that live elsewhere in Omagua. Many wonder why the Claw Leaders and the Divine Felines have ignored the slum for so long.
146 Foreign Relations of Omagua THE ACHILLES REPUBLIC Omagua only recently became aware of the Achilles Republic when a small group of mutant cats arrived from North America seeking safe harbor in the city. The Divine Felines are neutral about the Republic, but there are many among the mutant cats in the city who remember stories of their abuse under the Achilles Project. So far, Omagua remains wary about any potential reunion with their cousins in the Republic. THE ARKHON FREEHOLD Omagua has only recently made contact with the alien Arkhons, and so far, the Divine Felines are quite wary of these new arrivals. The Arkhons possess many feline characteristics, and they have made themselves popular in the city by giving gifts and speaking of lending military aid against Cibola and the Empire of the Sun. It is too early to tell if the Arkhons will be successful in making an ally of Omagua. ATLANTIS Splynncryth is quite curious about Omagua and its divine rulers. The Splugorth have sent numerous spies into the Kitty Litter that report back to Lagarto. These spies are largely in place merely to acquire information and spread mischief. More recently, Atlantis has sent a false envoy claiming to be from the Empire of the Sun to listen in on the Divine Felines’ diplomatic efforts… and possibly to stir up even more trouble between Omagua and its neighbors. CIBOLA The domain of the soul worm Inix is Omagua’s number one enemy in the Land of a Thousand Islands. The Claw Leaders have never forgotten Cibola’s bold raiders that have entered the dimensional rift that hides Omagua. The lion-god Simba is drawing up plans for a major military offensive against Cibola, even though Omagua knows very little of what they might find there. Surprisingly, it is Bast who is the foremost Divine Feline counseling a more cautious approach, for she recognizes just how risky an all-out invasion of Cibola could become. THE KINGDOM OF LAGARTO The rise of Lagarto is concerning for Omagua. In particular, the Divine Felines are watching the rise of the Cult of Dragon Dawn as a ploy or scheme on behalf of the Splugorth of Atlantis. These suspicions have deepened the antipathy between Omagua and Lagarto, and any encounter between their forces usually ends in violence. MANOA For years, these two cities have attempted to ignore one another, aside from a few skirmishes between patrols. There is still a sense of bitterness in Omagua towards Manoa thanks to Cibola’s interference and Yaguar-Ogui’s enmity for Atlanteans in general. However, it seems that reconciliation between the two cities may be on the horizon, for Lord Temarkhos is preparing a formal diplomatic embassy to open up relations in the near future. "You hunt with nose and claw. I hunt with scrying pool and lightning. We are different, yet kin, and this honors Simba." —Sadiki, Sekhmet
147 OMAGUA ENCOUNTER TABLE D20 RESULT 1–5 Same results as in The Game Master’s Handbook. 6–7 Omagua Scouts: 1d6 Felinoids check the Amazon river and environs for intruders. 8–9 Bandits: 2d6 Bandits (see Savage Foes of North America), searching for the city they’ve heard is around here somewhere. 10 –11 Werejaguar Patrol: 1d6 Werejaguars return to the city of Omagua after finishing their patrol. 12–13 Omaguan Missionaries: 1d6 Felinoids preach the word of the Divine Felines to the local area. There are 2d6 civilians (see Savage Foes of North America) as their audience. 14 –15 Black Market Smuggling Operation: Same result as in The Game Master’s Handbook. 16 –17 Cibolan Raiders: 1d6 Gatherers and 1d4 Pincer Warriors travel on two flying platforms, looking for plunder. 18 –19 Wandering Monster: Same result as in The Game Master’s Handbook. 20 Same result as in The Game Master’s Handbook. The Tomorrow Legion in Omagua The hidden city of Omagua has not yet been discovered by the Tomorrow Legion. If the Legion were to become aware of Omagua, it would likely become a priority to make contact with and befriend the Divine Cats. Omagua’s prosperity and strength would be an invaluable asset to the Tomorrow Legion. If they could convince the Claw Leaders to allow a small group of Legionnaires to be based in the city, it would make an optimal starting point for further exploration and operations against the supernatural evil forces in the region. Denizens of Omagua For most Omaguan citizens, apply the Felinoid racial template (p. 39) to one of the Mercenaries and Specialists write-ups from Savage Foes of North America or another sourcebook. Chapter Ten also contains write-ups for a Flying Tiger (p. 241) and Sekhmet (p. 242). Other very common Felinoid roles include Bursters (known as "Flame Panthers"), Crazies ("Hunter Cats"), and Mystics ("Oracle Cats"). One of the more prominent peoples of Omagua are the werejaguars. If you wish to play a werejaguar, use the Werecat Iconic Framework in Blood and Banes.
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