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Published by archangel777, 2023-09-24 11:24:22

Savage_Rifts_Arcana_and_Mysticism_(SWADE_Edition)

Savage_Rifts_Arcana_and_Mysticism_(SWADE_Edition)

49 THE MAGIC ZONE The Magic Zone encompasses most of what was known during the Golden Age of Humanity as the Ohio River Valley: a vast, 1,000-mile swathe of land stretching from the river’s headwaters near the ruins of Pittsburgh, Pennsylvania, down through Ohio, West Virginia, Indiana, Kentucky, and Tennessee to the southeastern edge of Illinois where the Ohio joins the Mississippi. A higher concentration of ley lines and nexus points than anywhere else in North America turns the area into a hotbed of demonic and monstrous activity where fell beings and mythical beasts roam. The mortal inhabitants of the valley long ago decided to fight fire with fire and cultivated the art of magic to best these threats. THE LOWER OHIO RIVER VALLEY: GATEWAY TO THE MAGIC ZONE On either side of the Mississippi River sit two of the most powerful interdimensional nexuses on Rifts Earth. On the east side, near the ruins of East St. Louis, the Indian Mound Nexus rears high, the polestar of a constellation of 13 other nexuses. Across the river, the St. Louis Memorial Park Gateway Arch now safety of its shielding clouds, abandoning the light that glows within them, abandoning the sturdy walls of this Grand Canyon in which we make our home. I know I leave with your blessings. What I have not shared with you is my ambitions. Word has come to us from nearby Arzno that warriors from a distant land seek to forge an alliance with those who hold to peace and justice. They call themselves the Tomorrow Legion and I seek to join them. If they accept me, then it may be that I never return. Tryth-Sal, fallen sun, Refuge from the Raging Skies, When shall I return? Pray for me to stay steadfast to our ideals. Pray that the winds of peace shall bring me again to Tryth-Sal. Your loving daughter, Alek-Sreeaa The bird paladins? Oh, the Lyn-Srial, yeah I've traded with 'em. Heck, I even been to their capital out west…Tryth-Sal, thats their name for it. Beautiful place with thousands of perches and ledges, makes me wish I could fly. —Krynn, Travelling Merchant Michael Logan (Order #41085069)


50 stands sealed behind a Coalition States bunker, transformed during the Great Cataclysm into the Devil’s Gate. During cosmic alignments, monstrous beings from across the Megaverse® attempt to force their way through these Rifts to the Earth. Commander’s Log: I greeted the establishment of the diplomatic mission to Dweomer with hearty thanks, eager to serve the Tomorrow Legion in a role for which I frankly felt overqualified to perform, but a week in the field has disabused me of my arrogance. I had quite forgotten how terrifying and vast the Magic Zone truly is. Regardless of the expedition’s outcome, let it be known that Cartography Chief Kent did her duty and tried to attract my attention to these matters repeatedly. Functionally, it changes little about our strategy. To avoid Coalition States forces in Missouri, we were forced to cut nearly directly east from Castle Refuge. We crossed the Mississippi River (a hazardous undertaking) and then followed the eastern shoreline to our current position near the confluence of the Mississippi and the Ohio. The Arcane Anomaly squad under Captain Majek is to reconnoiter the Coalition State forces near Indian Mound Nexus and Devil’s Gate while the rest of us cut northeastwards along the Ohio River to MercTown. After Captain Majek catches up, we will then follow the river until we seek welcome at Magestar, hopefully gaining guidance to the hidden city from our friends and allies. If that is not forthcoming, we will go it alone. Emotionally, though, I admit to much trepidation. The maps I consulted at the start of the expedition inaccurately portrayed the Magic Zone as limited to the immediate valley of the Ohio River and ending far short of our goal in the Federation of Magic. Now I realize that the Federation of Magic and the Magic Zone are essentially coterminous, a vast and troubled darkness filled with wild magic and monsters, where the only points of light are scattered, mutually-hostile settlements. This will be a challenge. —from the records of Colonel Heydath Ilorca, Tomorrow Legion Community Outreach Team commander THE MIDDLE OHIO RIVER VALLEY: THE FEDERATION OF MAGIC AND OTHER POWERS North America’s centers of arcane and mystical power range in size and scope from isolated backwaters to cosmopolitan cities. Some claim control of vast territories while others barely cling to what they possess. All utilize magic or psionics to defend themselves against a hostile world. Numerous settlements sprang up over the centuries and the strongest of these coalesced into the Federation of Magic, a So what you're saying, Legionnaire, is that you want me to let you take the General's personal hovercar for a spin into the Magic Zone—where we believe a sizeable True Fed force is conducting ambushes and raids—`cuz you don't wanna walk? —Shaza, Castle Refuge Motor Pool Michael Logan (Order #41085069)


51 mutual-defense alliance standing against the zealotry of the Coalition States. A schism troubles the Federation of Magic in the wake of the Fall of Tolkeen: some city-states seek revenge against the Coalition while others wish to defend their territory and hide from prying eyes, hoping to avoid suffering the same catastrophic fate. Commander’s Log: Having safely traversed the Lower Ohio River Valley, we are now prepared to forge on into the so-called Middle Ohio River Valley. Pardon my redundancy while I organize my thoughts and consider our next course of action. Lord Alistair Dunscon, a powerful Shifter, claims lordship over the “true” Federation of Magic from his throne in the hidden City of Brass in Kentucky. In the wake of Tolkeen’s fall, Dunscon incites war against the CS throughout the Magic Zone. The other Federation city-states suspect Lord Dunscon hopes to use a war to not only drive back the Coalition, but also consolidate his own power. The settlements under Dunscon’s control are almost as dangerous as they would be without any authority driving off the monsters. Demons and other horrid beings serve as Alistair’s inner circle. He cultivates the loyalty of Brodkil, Daemonix, goblins, orcs, and other war-like races. He welcomes cultists and necromancers, not caring how they treat his citizens. In short, Lord Alistair Dunscon rules as a brutal dictator over a helpless, cowed population. The true location of the City of Brass remains unknown to us. We know the town of Nostrous, its exteriors brassed to confuse Coalition forces, serves merely as a staging point for Dunscon’s military forces and as a decoy for the true capitol. The village of Dragon’s Blood grows the grain that feeds the City of Brass while its enslaved population offers a warning to those who defy Lord Dunscon. Further afield, smaller settlements Michael Logan (Order #41085069)


52 shelter cruel cultists and mad wizards who would find no welcome elsewhere. Amid the ruins of Lexington, Kentucky, stands Stormspire—the citadel of K’zaa, one of the greatest Techno-Wizards on Earth and one of Dunscon's strongest allies. A factory town of TW specialists sprawls at the tower’s feet, resulting in one of the most prosperous settlements in the Magic Zone. Stormspire TW gear is prized across the continent. Outside of Federation territory sit our allies in the small town of Magestar. Founded in recent years by a trio of optimistic explorers from Dweomer called the Mystic Triad, the citizens of Magestar pursue similar goals to the Tomorrow Legion, though hampered by their Dweomer-born aversion to technology. The Cyber-Knights use idyllic Magestar as a hospice for knights distraught by the travails of the Fall of Tolkeen, offering the peace-loving citizens some insulation from Lord Dunscon’s suspicious gaze. I hope to avoid True Federation forces, though that means we must journey along the wilder northern bank of the Ohio. Intelligence gathered in MercTown indicates unusual undead seem to be spreading throughout the Magic Zone—as are mysterious defenders against the same, clad in white armor and robes. Observers speculate they are psychics of some sort. I shall attempt to make it a priority to speak to one of these beings. —Colonel Heydath Ilorca THE UPPER OHIO RIVER VALLEY: THE CITY OF DWEOMER One of the founding cities of the Federation of Magic, Dweomer stands in opposition to the brutality of its erstwhile ally. The Lords of Magic, triplet alien gods, try to foster peace and lawfulness inside their city walls—though they do not hesitate to resort to violence to prevent those who threaten that peace. While Dweomer accepts demonic and draconic refugees from Tolkeen, the overwhelming magical might of the Lords and the elite magical Brotherhoods they lead keeps the peace. Commander’s Log: My great hopes for this mission are crushed. Hugh Manning—one of the Mystic Triad who run Magestar—accompanied us far enough to intercede with a Dweomer patrol, gaining us access to the city, but my attempts to negotiate with the Lords of Magic are to no avail. My best insights into the city come from Wildcatters, Inc.—a group of feline mercenaries originally from South America— whom I met at a local restaurant not far from our hotel. As foreigners of long residence, they are better placed to observe both the good and the bad of this beautiful yet forbidding fairytale city. Unfortunately, they tell me the Lords of Magic pursue an undeviating policy of neutrality and self-preservation, making no effort to curtail the terrors of either the Coalition or True Federation beyond their borders. Elaborate illusions and wards guard the city from discovery, literally keeping it off CS radar, while the Lords of Magic stymie Dunscon’s attempts to force them into war with diplomatic dithering. The City of Dweomer hosts schools of magic, Techno-Wizard factories, and an indoor bazaar called the Magic Mall. Strangely, psionicists are not welcome within Dweomer by decree of the Lords of Magic, which hints at possible complications if we contact the white-clad psychics battling the undead in the region. It is far and away a grander place than Castle Refuge, and yet it is sadly parochial. —Colonel Heydath Ilorca Michael Logan (Order #41085069)


53 BEYOND THE MAGIC ZONE The arcane does not limit its reach to the Magic Zone. As the Spirit West lies to its west, so do other centers of mystic power border the Magic Zone to the south and north. THE DARK WOODS The territory formerly known as Alabama long ago became the subject of tales of terror. The Dark Woods encompass the state, providing a home to the worst exiles from the Magic Zone: Necromancers and cultists so frightful even Lord Dunscon has nothing to do with them. Truthfully, the most dangerous part of the Dark Woods is the Forest Wardens—and that’s only because they’re very frightened. They come from a world or dimension with no animal life at all—only plants—and even after several generations they still fear our teeth and axes. Be gentle with them and respect the life of each flower as if it were a sentient being. Most of the actual human and D-Bee settlements are no odder than a typical Fadetown—and just as in need of saving from marauding monsters. Clavicle, on the other hand… I don’t recommend going to Clavicle. It’s… spooky. —Sir Timodey Gale, Cyber-Knight LAZLO Far to the north, Lazlo sits on the ruins of Toronto, a shining beacon of TechnoWizardry and learning now somewhat dimmed by hardships following the Fall of Tolkeen. Unable to accommodate the flood of refugees fleeing north, this ally of Castle Refuge faces its most challenging crisis in decades. I get it. I had family in Tolkeen, you know? I lost people—I lost a brother and my sisterin-law and their kids. It’s horrible. I’m still in shock. But we can’t take in everyone—and I know we’re not taking in everyone. I know that refugees fled everywhere. I mean, I’ve heard they’ve fled out to the New West and even sneak into Coalition territory to find somewhere to farm, to live. It’s horrible. But there’s not enough room here. Lazlo was managing but I’ve never heard anyone say we had a big surplus of food. Growth had kind of plateaued, you know? There aren’t jobs to go around. It sucks, but we didn’t ask for this. —Eugene Sullivann, Lazlo citizen THE RUINS OF TOLKEEN Though the Siege of Tolkeen may be won, the war still stretches on. The ruins of Tolkeen host occupying CS forces, desperate former citizens who refuse to leave their homes, and mercenaries and monsters set adrift by the fall of their Tolkeen masters. Arcane artifacts still I have dueled with Fallen Cyber-Knights in the streets of Tolkeen, and escorted the first refugees into Castle Refuge. I have quested in the New West and buried loyal Legionnaires in the wastes of Dinosaur Swamp. I will not falter now. —Lady Sarenna the Unwavering, Cyber-Knight Michael Logan (Order #41085069)


54 litter the ruins, offering power or a swift death to those who find them. Unidentified Dead Boy: I just stepped on something and it’s glowing. Second Dead Boy: Don’t move. Let me get the sergeant. [Sound of explosion] —picked up and recorded on Coalition States radio chatter THE SPLUGORTH COLONIES What prevented the Splugorth from venturing onto the North American continent for so long remains a mystery, but—whatever it was—that gentleman’s agreement has ended. Long range patrols report the aliens are establishing bases in Newfoundland and Nova Scotia, while also raiding further inland to terrorize Faerie Folk populations. Hast thou beheld the blind women, milord? That come with stunning sticks and lightning flash’d Lances and nets of weal and woe, for to Catch and snatch and drag us before their gods, With fearsome tentacles dripping with goo— and worse. Their rending, chomping, endless teeth? For I have beheld them, o! Master mine, And they’re just over that ridge over there! —Peachskin, a Pixie, speaking to a Tomorrow Legion Special Exploratory Team Michael Logan (Order #41085069)


55 GAME MASTER'S HANDBOOK CHAPTER FOUR G ame Masters need the Savage Rifts® Game Master’s Handbook to make the best use of this book. Many of the following chapters include a section on how to use that region or faction with the Tomorrow Legion, and this includes modifications to incorporate into the Adventure Generator found in the Game Master’s Handbook. The Mission Profile Table For missions going into the lands featured in this book, Game Masters use the following modified Mission Profile table. Most results are as in the Game Master’s Handbook with some modifications: OTHER CHANGES For every day of travel check for an Encounter. In all cases where Distance is determined randomly, multiply the final rolled result by × 5 again. For example, if the d20 result is 9 and the 2d6 × 20 comes up as 140, the actual Distance result is 700 miles. The GM modifies or ignores any results that simply make no sense, such as if the distance called for the team to travel into the ocean. Survey missions are like those in the Game Master’s Handbook; the only difference is the distance the team must travel to achieve the goal. Communication Lines missions are the same, though it’s fair to say more work might be needed the further away from Castle Refuge the team must go, and the heroes must carry more materials with them. Arcane Anomalies missions are more common on this book’s table for obvious reasons. Community Outreach missions are a bit more complex as the Legion enters regions where they aren’t as well known or influential (invert the die roll, making “first contact” the result on a 1– 4 on the d6). Those who reach out to the Legion for Emergency Relief must be desperate, and the GM should feel free to ramp up the tension for such missions, especially if the heroes must take a long time getting to the location. As the Tomorrow Legion works towards expanding its influence, Exploration missions are considered Michael Logan (Order #41085069)


56 very important, with teams sent into regions full of unknown mysteries (and danger). Interdiction missions to faraway places are much rarer; Game Masters should feel free to make the indicated threats that much tougher, to warrant sending a team out so far to tackle them. Long Range Patrol missions are like the Security Patrol missions in the Game Master’s Handbook, except for ignoring the Distance table modification. The results of the Encounter table are modified, as described in the various following chapters, to fit the specific regions more appropriately. Each such modification ties to a result that exists on the Encounter table in the Game Master’s Handbook. As always, the GM should feel free to alter any contradictory results in the interests of making the best story. MISSION PROFILE D20 RESULT 1–4 Survey: The team is helping the Cartography Rectification branch by covering some grids and updating map information. 5 Communication Lines: Any tech-minded heroes are busy setting up relay towers, laying fiber optic cable, and otherwise building communications infrastructure. The rest of the team is there for security (and heavy lifting). 6–9 Arcane Anomalies: The Legionnaires examine ley lines, determine the condition of Rifts, or otherwise explore and investigate matters arcane and mystical. 10 –13 Community Outreach: As the Council of Hope builds the foundation of the confederation it hopes to one day lead, the team heads off to interact with potential allies. 14 –15 Emergency Relief: A distant community is in some serious trouble and has reached out to the Legion for aid. 16 –18 Exploration: The wilderness is wide and mysterious, and there’s lots of rumors of hidden places of learning, lost technology, and more. Told to “go that way,” the Legionnaires are investigating the unknown. 19 Interdiction: Word of a serious military or criminal threat reaches Castle Refuge. As distant as it is, the threat is enough of a concern to warrant sending Legionnaires to deal with it. 20 Long Range Patrol: As the Tomorrow Legion’s influence grows, so does its mandate to patrol ever greater swathes of territory. Michael Logan (Order #41085069)


57 CHAPTER FIVE Most geographers and map-makers refer to the wild territories west of the Coalition States (roughly the land west of the Missouri River) and north of the former borders of Texas as the New West. This complex region defines itself culturally through a kind of “retro movement,” adhering to the trappings and attitudes of what most residents believe to be the style of the American Empire’s Old West: cowboys, horses, and law enforced by the business end of a six-shooter. Like the lands east of the Missouri, the city-states and fledgling fiefdoms of the New West split between those that embrace technology and those that rely on magic. Rifts® North America: Empires of Humanity covers the technologicallyoriented settlements. The magicallyoriented communities tend to consider themselves more the “Spirit West,” and those parts of the region are deeply impacted by the return of spiritual and shamanic magic at the hands of the peoples who inhabited those lands long before anyone else. A PEOPLE RETURNED Long ago, the spirits emerged from the Deep Earth to warn the Native American tribes of the coming of the white man, who coveted the land as a treasure to be owned. The spirits guided the people who heeded their warning. Those who obeyed fasted for seven days and seven nights before passing into the spirit world. There they would be safe from hunger, death, and aging. Those who remained suffered, herded onto reservations and their way of life stolen treaty by treaty over generation after generation. Some remembered. When the magic stirred at nexus points within ancient caves, those who still knew how to listen were warned of the Coming of the Rifts. They led their people into the mountains and caves to wait out the Great Cataclysm to come. These people would form the bridge between the Ancient Ones and the modern world. In the ruins of Rifts Earth, the magic returned and those with the gift struggled THE SPIRIT WEST Michael Logan (Order #41085069)


58 to relearn their ancient magic. It was largely in vain until one day the great herds returned. Tens of thousands strong, the bison herds returned to the plains, joining the magical and alien races that flooded the world after the Rifts. Seeing the signs, the traditionalists called out to the sacred and performed many rituals. The answer to these rites came as the Ancients—the Native Americans who left Earth to live in the spirit world— returned to their tribes. They brought history and culture, magic and ritual. But most of all, they brought sheer numbers, repopulating the reborn Spirit West. THE JOURNEY TO THE WEST Castle Refuge sits nearly a thousand miles away from the New West, across largely unsettled and unexplored territory. Though the Tomorrow Legion desires to range farther out in finding allies and resources, it’s a long way to go with few trade routes and no good roads. Getting there takes weeks even for a wellsupplied team, and the dangers they face on the way are numerous. Thankfully, the Coalition’s expansion into the vast Oklahoma and Kansas territories is relatively sporadic for the time being, allowing the Legionnaires to travel in force. Geography Swathes of unexplored wilderness cover much of western North America. Most territories contain less than half a million people across the entire region. A traveler can go for weeks and cover hundreds of miles without encountering another person. The few settlements are small and scattered, typically containing fewer than 500 people and frequently threatened by animal, human, or supernatural predators. Arizona (above the Colorado River), southern California, Minnesota, western Montana, western Washington, northwestern Wyoming, the northeast corners of the Dakotas, the northeast corner of Colorado, southwestern Utah, and the eastern half of British Columbia all have strong magic and numerous ley lines, comparable to what can be found east of the Mississippi River. PANTHERA-TEREON Michael Logan (Order #41085069)


59 Other regions in the west are different. The majority of Arizona, North and South Dakota, Idaho, Nebraska, Nevada, Utah, Wyoming, and Colorado are comparatively weak in magic and possess far fewer ley lines than the eastern half of the continent. However, since the west is largely unexplored, there might be considerably more ley lines and supernatural activity than people commonly believe. THE GRAND CANYON Humankind realized the Grand Canyon was magical when it was first discovered. Today, the Grand Canyon and the surrounding lands are so crisscrossed with ley lines and nexus points the entire Canyon glows with magical power, day and night. However, these ley lines are very stable, not subject to the dimensional anomalies of similar areas. Most of the Rifts here are Periodic Rifts, with very regular schedules. Random Rifts only occur a few times a year, a tiny number considering how many nexus points are in the area. However, the Canyon Ley Line Network likely plays a major role in the existence of the terrifying Shifting Lands to the north, in Utah. THE SHIFTING LANDS Many of the ley lines from the Grand Canyon, Utah, and Colorado feed into a small area of southern Utah known as the Shifting Lands. The Shifting Lands contains dozens of nexus points in a very small region—so many in fact, the whole area is essentially one enormous Rift, which opens randomly and often, changing the land in ways impossible to predict. The landscape of the Shifting Lands twists and melts, blasted apart by dimensional forces. The land flickers and shifts between dimensions, transforming from a broken hellscape to an idyllic natural panorama to the ruined remains of an ancient civilization, all within a matter of days. The same thing rarely appears twice. No one who enters this area knows what they will find: treasures to boggle the imagination, nothing at all, or a horrible death. Worse, since the Shifting Lands change so rapidly and randomly, once someone enters they might never again find their way home. Just being near the Shifting Lands is dangerous since the borders are poorly-understood and the shift may be much larger than anticipated. Still, some treasure-hunters lurk around the edges of the Shifting Lands, hoping to see it shift into a place they can scavenge for valuables. These prospectors tend to get rich quick, or die even quicker, but the lure of untold riches means there's always someone willing to take such an extreme risk. Flora & Fauna American bison roam the plains once again in herds tens of thousands strong. Similarly, other animals driven to the brink of extinction during the Golden Age of Humanity now thrive unfettered. Wolves, pronghorn antelope, bears, and lesser mammals exist in populations not seen in centuries. In some areas, small populations of Pleistocene megafauna such as giant ground sloths, long-horned bison, saber-toothed cats, and short-faced bears exist. The strong magical energy of the Grand Canyon attracts many supernatural beings. Scholars think as many as three dozen dragons live in the Grand Canyon alone. Huge predators, such as Great Canyon Worms and PantheraTereon, prowl the countryside, while Leather Wings roost on cliffs and peaks. Simvan and Psi-Stalker tribes make their homes among the deserts and canyons here, as well. Michael Logan (Order #41085069)


60 ARZNO The extensive network of ley lines in and around the Grand Canyon attracted human and D-Bee refugees well over a century ago. These settlers harnessed the natural magical power of the area to build the Techno-Wizard city of Arzno on the north rim. The City and Territory of Arzno is an open and friendly place welcoming humans and D-Bees alike, advocating the lofty goal of freedom and justice for all. An enclave of Techno-Wizards helped establish Arzno, making its prime industry the manufacture of TW devices. These devices and their makers helped defend neighboring farms and ranches, eventually attracting the attention of civic-minded headhunters who decided to set up shop in the city. After decades of near-anonymity east of the Missouri, the equipment and mercenaries Arzno provided to Tolkeen during the Coalition siege finally garnered the desert citystate some attention in the Magic Zone and beyond. Life in Arzno While the City and Territory of Arzno holds as much of a rough-and-tumble Old West feel as any settlement in the New West, the city’s dedication to freedom means both D-Bees and humans share in the town’s prosperity. The heavy TW presence means the quality of life in the area comes closer to that of the 1930s. High-tech hotels rub shoulders with gunfighter-filled saloons, while swanky mansions sit just a few streets from weapon dealerships, but the place is mostly peaceful, the people are free, and the city thrives. GOVERNMENT An unpaid but prestigious elected Council of Elders governs the City and Territory of Arzno, presiding both as administrators and judges for Arzno and affiliated townships like Magebrush, Stony Ridge, and Terrell. Largely free of corruption, the Council is however split between the Arzno Independence Party (which advocates for isolation from the rest of the world), the Traditionalist Party (who wish to turn Arzno’s power against the Vampire Kingdoms—see Rifts® North America: Blood & Banes for more details about the vampire threat in the Southwest), and the Arzno Fortification Party (which wishes to see Arzno ally itself with other powers like the Lyn-Srial and Castle Refuge). The Council of Elders appoints the leadership of the Civilian Patrollers, the city-state’s police force. Though largely made up of ex-mercenaries, the Civilian Patrollers are run almost exactly like a pre-Rifts police department, relying on investigative skills and small arms to solve crime. In times of war, however, protocols exist to integrate the Civilian Patrollers with the Arzno Mercenary Corps. MILITARY FORCES Founded by the heroic True Atlantean warrior Prince Onra, the Arzno Mercenary Corps functions as the military of Arzno while also selling its services to other settlements. Visitors to the city must check their heavy weapons, power armor, robots, and vehicles with the AMC when they first arrive—a rule visiting adventurers do well to abide by, given the Arzno Mercenary Corps’ expertise and might. Popular as both protectors of the city and an economic force, the AMC enjoys respect from the citizenry of Arzno far beyond what typical mercenaries enjoy. Michael Logan (Order #41085069)


61 Operations within the Territory of Arzno usually pit the Arzno Mercenary Corps against vampires, and the mercenaries have developed specialized and thorough vampire-hunting tactics rivaling Reid’s Rangers. They may be represented as TW-powered Headhunter Techno Warriors with the Elite Vampire Killer Edge (see Savage Foes of North America and Rifts® North America: Blood & Banes). Places of Interest Life in Arzno is largely peaceful for most of its citizens, but the hard-drinking, hard-fighting mercenary lifestyle leaves a mark. „ Arzno Hospital: The most advanced facility for 1,000 miles provides bionic, cybernetic, and magical healing at a level not seen since the Golden Age of Humanity. „ Arzno Weapons Manufacturing: The city’s largest employer provides jobs for thousands of workers. The highly-advanced factory manufactures everything from the simplest TW devices to military vehicles, while on-site schools ensure Arzno continues to enjoy the benefits of a highly-educated workforce. „ The Merc Market: Bandito Arms, Northern Gun, and Wilk’s run weapon and vehicle showrooms in the bazaar at the center of town. Hameel Luca’s Exotic Arms offers stranger gear such as Eco-Wizard, SteelTree, and even Xiticix weapons (see Blood & Banes) while Gunny’s Custom Hardware and Gunman’s Schematics can build weapons and armor for even the most non-standard of non-standard physiologies. „ Victory Row: This block of bars, clubs, dancehalls, restaurants, Michael Logan (Order #41085069)


62 and saloons serves the mercenary community. Legionnaires interested in winning allies or investigating leads can do worse than making friends and influencing patrons at All Aces, the Burnout Bar, or Moonshine’s. Detoxed ex-Juicer Ricky “the Bull’s-Eye” Martin owns several establishments and is a font of information. The Arzno Territory Arzno patrols the territory for 100 miles around the city, offering protection to several affiliated smaller communities. „ Arzno Power and Water Works: Arzno Weapons Manufacturing runs a hydroelectric power plant on the Colorado River that supplies most of the energy to the city seven miles away, making it a frequent target for vampire saboteurs. „ Magebrush: A small, serene community of extremely powerful, nature-loving Ley Line Walkers, Mystics, Psi-Druids, Techno-Wizards, and dragons. „ Ramirez Ranch: Cattle baron K. D. Ramirez may be generous to his employees, but he’s a bad man to cross. His hired gunslingers rebuff any attempts to enforce civic law on Ramirez territory. „ Stony Ridge: A small but thriving mining community relying on elemental magic. „ Terrell Plantation: Run by a mystically-inclined family who provide Arzno with exotic fruits and vegetables, rumor has it that the Terrells are on the run from the True Federation. NATIVE AMERICAN PRESERVES After the Great Cataclysm, surviving Native American and other indigenous tribes in the fallen American Empire found themselves better suited to survive in the changed world than most. Re-organizing their reservations into fortresses or seizing control of nearby military bases, the tribes resisted the demons and monsters that invaded Earth. When the Ancients returned, the increase in population allowed the tribes to expand their influence, turning the territory around their forts into “Preserves” where they protected the people and native environment. Shamans and spirit warriors rose up to lead the fight, even as some tribes uncovered hidden technology. Though they began through a historic effort of cooperation, eventually the Preserves fell victim to rivalries and in-fighting. What might have been a great alliance instead became scattered settlements at war with both each other and the terrors of Rifts Earth. The tribes divided into Pure Ones who reject all technology introduced after the European invasion of North America, Renegades who embrace all the magic and technology that Rifts Earth offers, and Traditionalists who live as their ancestors did at the end of the 19th century. Life in the Preserves Inhabiting territory ranging from near the Arctic Circle down to Baja California, the Preserves of the indigenous peoples of North America cannot accurately be described with broad strokes. Their cultures are incredibly diverse, standing in stark contrast to more monolithic institutions like the Coalition States. Michael Logan (Order #41085069)


63 Typically self-sufficient, these settlements range from mobile hunting bands who follow the great herds to survivalists living in pre-Rifts military bases. Borders between Native Americans are often unofficial or nebulous. Tribes, familial clans, or smaller bands of citizens often mingle, further varying the local customs and laws from generation to generation. In addition to widely different local governments and societies, the technology level in use by the native peoples ranges from ancient ways of life to high science. Most so-called Pure Ones and Traditionalist groups understand the modern era, despite their choice to withdraw from it. „ Arctic Tribes (Aleut, Inuit): Forging a life atop the permafrost of North America’s tundra hasn’t gotten easier since the Rifts opened. The seafaring Aleut have adapted their traditional communal living houses to modern materials. While animal power (mostly horses and canines) serves well in the frozen north, many tribes (such as the Inuit) make frequent use of snowmobiles and power armor for travel and work. „ Sub-Arctic Tribes (Beothuk, Carrier, Chippewyan, Cree, Kutchin, Metis, Montagnais, Naskapi): In the sparse forests of Alaska and Canada, the wildlife is plentiful, the winters long, and the farming opportunities few. The hunter-gatherer groups occupying the region remain highly mobile, migrating with food sources or moving south during the colder half of the year. „ Northern Plateau Tribes (Cayuse, Coer d’Alene, Flathead, Kalispel, Klamath, Kootenai, Modoc, Nez Perce, Palouse, Spokane, Umatilla, Wallawalla, Yakima): Once called the Columbia Plateau, the region is a patchwork of grasslands, sagebrush, and desert. Traditionalists survive mostly on game (or other supplemental food sources such as roots), but lack for few comforts, thanks in no small part to trade along the rivers with D-bees and foreigners. „ Great Basin Tribes (Bannock, Paiute, Shoshone, Ute): The deserts and scrublands of the Great Basin region are home to nomadic peoples. The low rainfall and harsh (often unpredictable) seasons leave farmland scarce, so tribes tend to follow the herds on their migration. The Great Basin is also home to many Pure Ones. „ Pacific Northwest Tribes (Chinook, Haida, Kwakiutl, Makah, Nootka, Tlinglit, Tsimishian): This stretch of coastline is relatively crowded due to its warmth. Heavy rains maintain evergreen forests near the beaches, where most of the people establish permanent settlements. The region boasts some of the world’s premier carpenters, using both modern and ancient techniques to fashion communal homes, furniture, and totem poles. „ California Tribes (Chumash, Hoopa, Maidu, Miwok, Patwin, Pomo, Wintin, Yahi, Yokuts, Yurock): Extending from the redwood forests of pre-Rifts northern California down to the Baja Peninsula, the California tribes are more akin to neighboring families than allied nations. Blessed by the area's balmy climate, they subsist largely on fishing and gathering. „ Southwest Tribes (Apache, Havasupai, Hopi, Hualapai, Mojave, Navajo, Papago, Pima, Pueblo, Yaqui, Yavapai, Yuma, Zuni) : Despite the sparse wildlife and rugged terrain, this region is home to the most wellMichael Logan (Order #41085069)


64 organized of the indigenous tribes, the Apache. They may not have the numbers of the larger tribes, but Fort Apache Preserve works tirelessly to protect the citizens of the New West from Rift-born horrors and human outsiders alike. „ Plains Tribes (Arapaho, Arikara, Assiniboine, Blackfoot, Cheyenne, Comanche, Crow, Gros Ventre, Hidatsa, Iowa, Kaw, Kiowa, Mandan, Missouri, Ojibway, Osage, Oto, Pawnee, Plains Cree, Ponca, Quapaw, Sarcee, Sioux, Tonkawa, Wichita): The central rolling grasslands of North America host a staggering variety of game suitable for sustaining small tribes and larger settlements alike. The area is, unsurprisingly, home to some of the greatest horsemen the world has ever seen, nomadic tribes capable of daring equestrian feats and displays of animal husbandry that border on the supernatural even when not augmented by magics. „ Southeast Tribes (Alabama, Apalachee, Caddo, Calusa, Catawba, Cherokee, Chickasaw, Chitimacha, Choctaw, Coushatta, Creek, Lumbee, Natchez, Seminole, Timucua, Tunica, Yamasee, Yazoo, Yuchi): Despite post-Rifts flooding, the peoples of the Southeast tribes have adapted. With such a wide range of flora and fauna, many tribes have formed permanent settlements to farm the lands as far south as the Florida Panhandle, all the way up to the Carolinas and as far west as parts of old Texas. Much of the area is prone to hurricane winds and tornadoes, so the people construct mound-buildings in hillsides (both natural and synthetic). „ Northeast Tribes (Abnaki, Algonkin, Cayuga, Chippewa, Delaware, Fox, Huron, Illinois, Kickapoo, Mahican, Malecite, Massachuset, Menominee, Miami, Micmac, Mohawk, Mohegan, MonatukShinnecock, Narragenset, Nipmuc, Oneida, Onondaga, Ottawa, Passamoquaddy, Pen nacock, Penobscot, Pe q u o t , Po t a w a t o m i , Powhatan, Sac, Seneca, Shawnee, Susquehannock, Tuscarora, Wampanoag, Wappinger, Winnebago): The native people who range east from the Great Lakes appear the most organized (and fractious) to outsiders. This is due partly to their proximity to the Coalition Michael Logan (Order #41085069)


65 States as well as the Magic Zone. This has also lead to varied attitudes among the populace ranging from coexistence with D-bees to xenophobic pro-magic sentiments. Most tribes harbor no innate hostility toward other humans or peaceful D-Bees, though intense rivalries exist between some Brodkil and Simvan populations and native tribes. Some tribes even allow non-native humans and D-Bees to join their communities. A few tribes, though, wage war against all outsiders. Places of Interest Approximately 45 Preserves of various sizes sit throughout North America. Some of the larger ones even sit outside of the Spirit West, occupying territory closer to the Magic Zone or Dinosaur Swamp. Below are the most important Preserves in the Spirit West. „ Blackwall: Built on the bones of Helena, Montana, the home of the fanatical Traditionalist Blackfoot tribe is protected by a magic zone born of a confluence of ley lines tapped by ancient Native American cairn builders, the tectonic friction of the Rocky Mountains, and the geothermal energy of the Yellowstone hotspot. From here, the Blackfoot sally forth to attack Coalition, D-Bee, demonic, and rival Native American settlements and forces alike. „ Fort Apache: The Apache discovered an abandoned NEMA military base in the Black Range mountains of New Mexico (see Rifts® North America: Empires of Humanity). Reactivating the production facilities housed there, the Apache were able to manufacture power armor (including their own SAMAS units) and robot vehicles and shared this technology with other tribes. They now regret this kindness, for the Apache have turned into isolationist Renegades and defend their lands against all intruders. Fort Apache itself is carved into the 6-mile breadth of a butte; additional excavation by the tribe has turned Fort Apache into an 11-level complex with both high-tech defenses and natural caves for the few Pure Ones who remain with the tribe. „ Fort Comanche: A fortified town on the ruins of Wichita, Kansas, serves as the central camp for this sprawling Preserve of nomadic Traditionalists who roam throughout Kansas and Oklahoma. They allow any travelers who treat the Comanche with respect safe passage through their territory, but clash with the Coalition States. The tribe is earmarked for destruction once the CS begins full expansion into Kansas and Oklahoma, condemned both as practitioners of magic and as political rivals. Recently, alien plant life and demonic beings have begun to proliferate jointly along the eastern Kansas border, attacking only Coalition States forces. Many suspect the Comanche of involvement in this bizarre turn of events, but such dark arts run counter to the tribe’s belief in the sanctity of nature. „ Fort Dakota: Occupied primarily by Sioux, this fort-city standing on the former site of Fargo, North Dakota, serves as a bulwark against the Xiticix. These Renegades utilize their Fort Apache-designed tech to protect any nearby settlements threatened by the alien invaders, having made it their crusade to turn the tide against the bugs. „ Niimíipu Preserve: The Niimíipu or Nez Perce tribe believes that the only way to save Rifts Earth is through the cooperation of all sapient beings. Michael Logan (Order #41085069)


66 Thus the tribe offered shelter to many D-Bee refugees over the years. Despite the tribe being staunchly Traditionalist in outlook, these D-Bees are fully integrated into the Niimíipu. Unfortunately, the Niimíipu Preserve is the target of raiding Simvan, Brodkil, and Blackfoot. TRYTH-SAL The Rift which brought the Lyn-Srial to Earth opened in the Grand Canyon. The Golden Ones took the canyon’s natural majesty—the inspiring warm colors of the rocks and the cool mists rising off the Colorado River each morning—as a sign. They built their new home here, a place beneath the surface but miles wide and filled with open sky. Life in Tryth-Sal The Lyn-Srial carved their new home into the walls of the Grand Canyon above a stable nexus point. They named the city Tryth-Sal, which means “Fallen Sun” in their language. Thick mists constantly shroud the city, so it’s nearly impossible to see it from above or below—yet the mist somehow amplifies sunlight, infusing the city with warm, golden light. This vibrant, invigorating light fills visitors with a warm, peaceful feeling. Those who stay in the city for at least a day gain the benefit of the Fast Healer Edge while here. Persons of ill-will feel uneasy and exposed in this light, as if everyone around them can see their sins. Creatures of darkness, such as vampires or dark spirits, cannot abide the touch of the light and burn for 3d10 damage every round until they crumble to ash. Tryth-Sal is a large city, but many of its halls echo with emptiness. The founders built the city to house a population much larger than currently lives here, hoping people from all over the world would someday travel here to learn the mystic practices of the Golden Ones. Many errant Sky-Knights quest abroad to battle evil and spread word of their peaceful, healing philosophy. The Lyn-Srial open their city and their hearts to those who wish to build a better world and who conduct themselves with nobility, honor, and respect for others. Tryth-Sal is beautiful, bright, and airy. The Lyn-Srial carved many structures into the sides of the canyon; others seem to float on the clouds themselves. The Lyn-Srial base their art and architecture on their beloved clouds and sun and everything they use is powered with solar energy or magic. They eschew advanced human technology, except devices powered by Techno-Wizardry or solar batteries. Tryth-Sal’s seclusion means the Coalition and the True Federation know little about it beyond rumors. If they found out more, the Coalition would act to destroy the city while the Federation would do their best to subvert it to their own will. GOVERNMENT A council of twenty elders, made up of Lyn-Srial, humans, and D-Bees, rules Tryth-Sal. The council selects members for their purity of spirit, loyalty to the city, and brilliant minds; they serve for life or until they step down. Because the council are not just the civic leaders but also the spiritual leaders of Tryth-Sal, the citizens usually obey their rulings without question. The Lyn-Srial are by nature a peaceful people, however they know the world is filled with violence and evil. Laws within Michael Logan (Order #41085069)


67 Tryth-Sal are uncomplicated: all people must refrain from violence and respect others. The leadership responds to violence quickly and forcefully, but rarely lethally. Those who break the law usually meet with attempts to educate them, to rethink their ways and reconsider their lives. The Lyn-Srial believe people commit most crimes out of anger, despair, or desperation, and they know everyone has within them the capacity for good. They’ve even attempted (with little success, so far) to redeem supernatural or alien evils. Some people might call this philosophy dangerously naive, but it makes up the foundation of the Lyn-Srial way of life. CLOUD CASTLES OF THE DAKOTAS During the last eight months of the Siege of Tolkeen, Lord Coake requested the Lyn-Srial to use their astonishing Cloud Magic to sculpt refugee camps from the clouds above North and South Dakota. The Lyn-Srial complied by crafting numerous floating castles in the sky, offering temporary housing for those fleeing Tolkeen’s fall. High enough in the atmosphere to avoid CS and Xiticix patrols and hidden deep enough in the cloud banks to not be seen from outside, these Cloud Castles provide the citizens of Tolkeen a chance to recover their courage before they turn to the harsh task of rebuilding their lives. See the Savage Tale Castles in the Sky on page 129 for more information. THE TOMORROW LEGION IN THE SPIRIT WEST Despite the vast distance separating them, the Tomorrow Legion enjoys friends out west. The Lyn-Srial are steadfast allies and Cyber-Knights patrol the lonely places between settlements to keep vampires, demons, and other supernatural threats at bay. Legionnaires travel out west to explore, to reinforce the Legion’s ties to Tryth-Sal, or to answer calls for help from one of the many scattered settlements. They know this is dangerous and uncharted territory, and reinforcements are a long way away when traveling this far from home. SAVAGE TALE: WORM FOOD A dreadful horror makes its home in the ghost town of Prescott, Arizona. The streets stand empty, the buildings dark and cold. Dust and tumbleweeds pile up in the lee of the houses, and a pall of desolation and loneliness hangs over the remains of the city. Most people give this haunted place a wide berth; even Psi-Stalkers, Justice Rangers, and CyberKnights rarely come to these parts. The town sits on a ley line, with a nexus point only a few short miles away, but that’s not the extent of the danger here. The town is populated entirely by Worm Wraiths, giving it the local moniker of Wormrot. No one has ever taken an accurate count, but some measures say there might be more than 500 of the creatures here. This is unusual because they usually travel alone or in small gangs, and they seldom stay in one place for very long. Wormrot has been haunted by these creatures for over a century, which leads many to believe the alien intelligence behind them lives somewhere in or beneath the town. Way Out West The heroes arrive at Arzno after a lengthy journey accompanying a Community Michael Logan (Order #41085069)


68 Outreach Team seeking to formalize an alliance (or at least a trade agreement) with the city leaders. The Civilian Patrollers at the East Gate—the larger of the two main gate structures, and the one that handles most civilian traffic—wave the Tomorrow Legion legation toward the West Gate instead. There they find themselves compelled to check and store all weapons larger than a personal sidearm (including Mega Damage close combat weapons) as well as power armor, robot vehicles, and vehicles. If needed, Lady Kalo Efrid, the officer in charge of the mission, orders them to comply. The AMC mercs at the West Gate behave with professionalism, welcoming the Legionnaires as fellow soldiers. The AMC leadership runs a tight ship, and it shows. The lieutenant commanding the gate guards, Lt. Maxine Waterfall, takes time to ensure the heroes that no harm will befall their equipment. As they begin to check their gear and weapons, a ruckus breaks out at the gate. A human child struggles against the guards, trying to wriggle through their grasp and enter the city. If none of the heroes investigate on their own, Lady Kalo sends them to inquire about the rumpus. Lt. Waterfall sees you coming and smiles with embarrassment. “Sorry, folks. Memo here just can’t seem to get it into his head that this is the military gate, and he needs to check in at the East Gate. We just can’t properly process him here,” she says with a shrug. The boy’s eyes light on the hero with the Iconic Framework or MARS package bestowing the most heroic reputation (Cyber-Knight, Glitter Boy pilot, Reid’s Ranger, Spirit Warrior, etc.) and he breaks free to run to them. He pleads directly to the hero to save his father. Michael Logan (Order #41085069)


69 “Please! My father, he was kidnapped! I was driving home the goats when I saw three bad men in long coats taking him and our horses! I rode as fast as I could, but they must be hours away by now! Please help me!” Memo shouts breathlessly. Lady Kalo gives the heroes permission to go. Lt. Waterfall insists the AMC can handle it but welcomes the Tomorrow Legion’s assistance. After organizing a posse, the heroes head out with their AMC reinforcements. Memo and his father, Guillermo Salas, herd goats at a small farmstead on the far side of the Ramirez Ranch. As the heroes arrive, they find the livestock under attack from a flock of Leather Wings, opportunistically attacking the unguarded homestead. Most of the Leather Wings swoop down from the sky to carry off the goats, but two sit on the ground, ripping apart their kills. Memo screams and charges in heedlessly to protect his livestock. E Memo: A Civilian with the Young Hindrance, Riding d6, and Survival d6 riding a robot horse (see Savage Foes of North America). E Lady Kalo Efrid: Cyber-Knight (see Savage Foes of North America). E Lt. Maxine Waterfall Jr.: As a Magic Zone Mercenary with Persuasion d6, the Woodsman Edge and Survival d10 (see page 171). Lt. Waterfall pilots an Arzno TWA-1230JR Jackrabbit (see page 40). „ AMC Mercenaries (1 per hero): As Magic Zone Mercenaries (see page 171) riding robot horses (see Savage Foes of North America). „ Leather Wings (2 plus 1 per hero): See page 182. The Searchers After running off the Leather Wings, the heroes may search the farmstead for tracks. A successful Survival roll points them in the right direction and the chase is on. If none of the heroes make the roll, one of the mercenaries successfully picks up the trail. An hour of frantic pursuit lets the heroes spot in the distance a group of Worm Wraith “bandits” on horseback leading more horses by the reins. The supposed bandits all wear concealing broad-brimmed hats and long dusters with the collars turned up to hide their monstrous natures. Guillermo Salas lies unmoving, tied across the back of the central Worm Wraith’s horse. The heroes begin on Card 1, as usual, while their quarry begins on Card 4. If the heroes possess vehicles faster than robot horses, they may outpace their opponents, gaining a speed bonus when trying to Change Position (see Chases in the Savage Worlds rules). The Worm Wraiths make every effort to lose the heroes, and attempt to Flee if they manage to extend their lead to four cards or more. They attempt to Change Position to get away, but fight back if attacked. They may also use such tactics as cutting the stolen horses loose to Force their pursuers (no AMC Mercenary is going to fire on or run over the horses) or have a few of their members Change Position to Melee Attack range to unleash their Fear ability on the heroes. Heroes attempting to Board a stolen horse or a Worm Wraith’s mount certainly find themselves subjected to Fear. Whether the Worm Wraiths manage to Flee or the heroes rescue Guillermo Salas, Lt. Waterfall recommends the heroes make camp against the coming darkness and resume pursuit in the morning. If the heroes do camp, this presents an opportunity for an Interlude Michael Logan (Order #41085069)


70 as they tell tales around the campfire. The GM may also complicate the night with an attack by Great Canyon Worms or a Panthera-Tereon. In the wee hours of the morning, one of the mercenaries wakes the camp shouting about a snake in his boot. A pair of Worm Wraith spy worms try to slither out of the camp, leaving the mercenaries and Memo on edge for the rest of the night. They suffer a level of Fatigue the next day. Heroes who fail a Fear test suffer the same fate from their disturbed night's sleep. E Guillermo Salas: A Civilian with Riding d6 and Survival d6 (see Savage Foes of North America). Guillermo is Fatigued from Bumps and Bruises „ Worm Wraiths (2 plus 1 per hero): Riding normal Horses, see page 188. „ Stolen Riding Horses (2 per Worm Wraith): See Horse in Savage Worlds. Wormrot If the heroes haven’t rescued Guillermo yet, they pick up the trail the next morning and continue on to Wormrot, passing through the eerie rocky outcroppings of the Granite Dells. Lt. Waterfall warns them off, quietly admitting that Guillermo must be dead by now. Otherwise, Lt. Waterfall realizes how close to Wormrot they are camped and quietly tries to get everyone to leave. “People tell stories around the campfire, of travelers arriving in what appears to be a small but thriving western town, men in hats and long coats and women in bonnets and gingham dresses bustling about. The townsfolk are strangely quiet, their faces shrouded in shadow—but when the luckless traveler approaches and tries to speak to them, they reveal themselves as creatures straight out of a nightmare!” Lt. Waterfall whispers. If the Legionnaires succeeded in rescuing Guillermo, they may proceed onward anyway to satisfy their own curiosity. Persuading Lt. Waterfall and the mercenaries to accompany them requires beating her in a Social Conflict. Waterfall is pretty determined that the mission is over, and uses her Persuasion to oppose the heroes' arguments. Wormrot occupies the ruins of the former historical district of Prescott, Arizona, strangely preserved against the destruction of the Great Cataclysm. The surrounding suburbs sit overgrown and nearly invisible under the shrubs and desert. The repairs the Worm Wraiths have made to the town cast the buildings in more of an Old West style, a false front to buildings erected in the mid20th century. If he hasn’t been rescued, then Guillermo Salas sits trussed in an abandoned dry goods store on the north side of the city square. The Worm Wraiths plan to devour him but await the rescue attempt in hopes of supplementing their feast. In the meantime, they wander about town almost like the ghosts of long-ago settlers, weirdly mimicking the routines of people they never knew. Depending on the player’s plan, the GM might run Guillermo’s rescue or the heroes’ reconnaissance as a stealth mission or a combat encounter. While numerous Worm Wraiths wander the street in mockery of human inhabitants, many more lurk in the nearby buildings waiting to ambush would-be rescuers. „ Worm Wraiths (3 per hero): See page 188. For each Worm Wraith milling about in the open, two more lay in ambush. Michael Logan (Order #41085069)


71 CHAPTER SIX T he term “Ohio River Valley” designates not merely the actual river valley itself—which is only scores of miles wide at its largest—but is a pre-Rifts colloquialism to describe a much broader swath of North America encompassing the course of both the Ohio and its many tributaries. Uncounted nexus points and ley lines flood the greater Ohio River Valley, earning it the name “The Magic Zone.” Dominated by the fractious Federation of Magic, the Magic Zone offers both hope and danger to the Tomorrow Legion. BACKGROUND The Magic Zone stretches 1,000 miles long and nearly 200 miles wide at its widest. Despite the pervasive danger, people still live here. Small settlements dot the outer fringes of the Magic Zone: farmsteads, logging camps, trade posts, and more. D-Bees driven from Coalitioncontrolled areas find little choice but to risk the threats of the Magic Zone to make lives for their families, while determined human magicians, drawn to the immense power of the place, establish sanctums where they can experiment and study. Getting There Expeditions from Castle Refuge must first cross the Mississippi, avoiding the patrols of the Coalition States Brown Water Navy and the forces in CS Missouri. The first part of the journey offers the opportunity to restock and get their bearings in MercTown before heading into the eerie Magic Zone wilderness (see Rifts® North America: Empires of Humanity for more information on the CS Brown Water Navy and MercTown). Travelers in the Magic Zone find it difficult to navigate by the stars. An eerie blue glow illuminates the night sky, a strange echo of the light pollution that blanketed the cities of Earth before the Great Cataclysm. The hundreds of ley lines and nexus points crisscrossing the Mississippi River and Ohio Valley cause this skyglow. During eclipses, planetary alignments, and the solstices, the glow THE MAGIC ZONE Michael Logan (Order #41085069)


72 lights the night for a thousand miles around as the power of the ley lines spike, causing Rifts to open at the nexuses. Flora & Fauna The skyglow is only the most visible of the changes wrought upon Rifts Earth by this conjunction of eldritch energy. The Rifts make much of the Magic Zone uninhabitable by humans or even most civilized D-Bees; their frequent openings mean constant incursions from predatory monsters and hostile demons. In places, terrifying apex predators from across the Megaverse® hunt each other after devouring all the prey. In other places, battles between rival demon clans turn the land into a literal hellscape. Even seemingly idyllic landscapes hide dangers. Green forests conceal Faerie Folk—brownies, nymphs, pixies, sprites, and more— who range from mischievous at best to hostile at worst. Trolls lurk at river crossings; giants and ogres roam the hills. Warbands of displaced orcs compete with Simvan monster riders and other nomads for hunting grounds. THE LOWER OHIO RIVER VALLEY At the upper end of the Magic Zone, just north of where the Ohio River meets the Mississippi, a constant and brilliant blue light glows. Here lies 13 nexus points and over 100 ley lines, though some contend over 200 ley lines run through the area. Today, this convergence spans over 80 miles, centering around the area of what was once East St. Louis, Illinois. Those who dare to venture here face many dangers. Like any nexus points DEVIL UNICORN Michael Logan (Order #41085069)


73 throughout Rifts Earth, the 13 here open regularly, and the supernatural take advantage of these moments to emerge into this world. Three events always lead to the opening of Rifts: the Equinoxes and Solstices and planetary alignments. At these times, Rifts open throughout the area and remain open for anywhere between 12 to 24 hours. In addition, monsters of all types, including dragons, Faerie Folk, and other magical creatures, find themselves attracted to the collected magical energy. Indian Mound Nexus One nexus point, the Indian Mound Nexus, stands largest above the other 12. At one time, an ancient Native American population built the center of their agricultural society along the Mississippi River. These peoples built upwards of 120 mounds within 6 square miles. The Indian Mound Nexus was Monks Mound, a pyramid built from four earthen terraces. Later generations destroyed most of the mounds while Monks Mound endured, looming over the many others surrounding it. Among those who study magic, debate continues as to how such a place became one of the eleven mega-powerful nexus epicenters. All agree a ley line always ran through here. They also accept the power relates back to the mound’s history, but no one knows for sure what caused the magical energy to amass here. One theory believes a temple, built at the mound’s zenith, focused the area’s PPE. This energy accumulated over many centuries, only released by the Great Cataclysm. However, many practitioners of magic believe the extraordinary amount of PPE came from the long-enduring population of the area. Monks Mound’s prominence, they speculate, caused the natural magic imbued within the inhabitants of the area to be collected in the mound, and it found release during the Great Cataclysm. Due to the magnitude of said magical energy, however, no one may ever know for sure. Devil’s Gate Conspiracy theorists claim a secret society of occultists built the aptly-named St. Louis Memorial Park Gateway Arch in the years before the Great Cataclysm to siphon the site’s dormant ley line energies. The Coming of the Rifts tore open a gaping hole in space and time through the span of the arch, creating the now permanently-open Devil’s Gate through which D-Bees, demons, and monsters poured for centuries. The influx recently stopped when the Coalition built a wall around the arch. You're crazy, I don't care how many creds the Shifter is paying, I'm not going after a Devil Unicorn! No those things aren't dumb, they're smart enough to speak American better than you…Who cares. If he wants the horn so bad let him go get it himself. Wait, he said he'll turn you into a what? Can he really do that? —"Scooter" Kessler, Vagabond Adventurer Michael Logan (Order #41085069)


74 Determined to put the fear of technology in magic-users everywhere during the early days of the Siege of Tolkeen, the CS flew in pre-fab fortifications and erected a towering containment bunker around Devil’s Gate. Lord Dunscon watches with amusement. He knows—as every practitioner of magic knows—that no one can close or destroy Devil’s Gate. The bunker does nothing to obstruct the ley lines running through the Rift, and the Coalition’s obsession with controlling the Devil’s Gate means they ignore dozens of other nexus points in the area—including the Indian Mound Nexus in East St. Louis. The CS occupation makes no dent in the use of local ley lines and Rifts by Lord Dunscon and the True Federation of Magic; instead they find their resources bled dry. More information about Devil’s Gate may be found in Rifts® North America: Empires of Humanity. THE STRANGE AND WONDROUS FADETOWNS Fadetowns, on the surface, seem like perfectly normal settlements. Located on ley lines, these communities of humans and D-bees exist between dimensions— fading out of one dimension and into another. The fade events occur at random, making life difficult for inhabitants. As a town fades, it experiences a range of effects. Some outright disappear, others exist in flux. Some Fadetowns relocate— the whole town moves to a spot along the ley line or onto a connecting line. This can place the town either near to or far from its original location. The ghost towns—Fadetowns in flux— appear as nothing more than shades of the town, including buildings, people, and animals. Those in flux can continue life as normal, but they cannot communicate with those not in the Fadetown. They can hear and see the goings-on in the physical world, but they cannot interact with it. Even magic can find itself fading out, sometimes ceasing to work while the town is in flux. The only means of interaction comes from psionics. Some effects bring benefits. People in flux do not need to eat or drink, they do not get sick, and they do not die. Most importantly, the location of Fadetowns provide protection. Ley line storms pass over them and Rifts do not open in or near them. Detection powers do not work; Psi-Stalkers and Dog Boys cannot find these locations, which keeps them safe from the Coalition. Life in a Fadetown revolves around the magic of the ley line. The magic’s energy— either benevolent or malevolent—affects each town. Many are peaceful farming communities employing communal strategies, like community storehouses, to care for the entire population. Others are secret bases, hiding those who exploit the area and its magic. Criminals, mercenaries, and bounty hunters stage raids from their towns, and dragons, sorcerers, and monsters work to realize their fiendish schemes. FADETOWN RANDOM GENERATOR Game Masters looking to populate the Magic Zone with smaller settlements can roll once on each of the following tables to generate random Fadetowns, or for inspiration in creating their own. The GM should feel free to roll again if they don't like a result, or choose whichever entry best fits with their vision for the settlement. Michael Logan (Order #41085069)


75 ECONDOMY D10 RESULT 1–3 Farmers: The fields, gardens, or orchards of this Fadetown fade with the village itself, either because they are contained within the village walls or because the fade effect extends far enough. This allows the Fadetown to maintain stable crops, though it may not grow enough to share with outsiders. 4 Hunter-Gatherers: The instability or small size of the fade effect leaves the inhabitants of this Fadetown unable to support themselves through agriculture. Instead they must forage or hunt, though this lifestyle may not impact their technological level. 5 Raiders: The inhabitants of this Fadetown prey on other settlements, sending out raiding parties when they stabilize. They may also rob visitors who mistake them for safer locations. 6–7 Ranchers: While the territory within or around this Fadetown may not support crops, it does provide ample pasturage. In the deep forests of the Magic Zone, pigs are a particularly popular livestock, easily subsisting on acorns. 8–9 Traders: The location and stability of this Fadetown allows the inhabitants access to materials for a trade in stoneware, textiles, or similar wares—or the regularity of its route along the ley lines offers the inhabitants the chance to be traveling merchants. 10 Other: The inhabitants have found some other unusual means of supporting their town. A Fadetown traveling a regular circuit that brings it close to other settlements might function as a traveling entertainment district or serve as a postal hub. FADE CYCLE D6 RESULT 1–2 Very Frequent: The town fades once every d20 hours. 3–4 Moderately Frequent: The town fades once every d20 days. 5–6 Infrequent: The town fades once every d20 weeks. POPULATION D8 RESULT 1–3 Primarily Human: Most of the populace are human, but they do not exclude D-Bees 4–6 Primarily D-Bee: Most of the populace are D-Bees, but they do not exclude humans. 7 Human Separatists: While perhaps not the human supremacists of the Coalition States, the populace of this Fadetown openly discriminates against D-Bees. 8 D-Bee Separatists: More likely driven by fear of this strange world than any feelings of supremacy, the D-Bees of this Fadetown attempt to stake out a corner of Rifts Earth just for themselves. Michael Logan (Order #41085069)


76 MAGESTAR The founders of Magestar, the Mystic Triad, voluntarily exiled themselves from the City of Dweomer to bring good to the world. The principles of peace, acceptance, and magic inspire the Triad so much they wanted their home city to act a beacon, one shining its light on the best of magic and civilization. However, the strict isolationist policies of the Lords of Magic, rulers of Dweomer, made the dream unattainable. Kara Zane, the head of the Mystic Triad, and the other two members, Hugh Madding and Dan Ironforge, reluctantly led a group of 100 or so idealists into the wild to create a settlement to embody their dreams. Life in Magestar Today, the population of 2,500 (and growing) dedicate their lives to doing good. Cyber-Knights, specifically, maintain a valued role in Magestar’s governance and protection. In the early FADE EFFECT D12 RESULT 1–2 Vanishes: The Fadetown and its inhabitants simply vanish, leaving bare earth behind until the town’s next fade cycle. Those who vanish exist in a suspended state until they return. 3 Partial Vanish: 6d6% of the population and structures vanish as above, while the rest remains unchanged. 4–5 Ghost Town: The Fadetown and its inhabitants become incorporeal until the town’s next fade cycle. This functions as the intangibility power; communication with the incorporeal inhabitants requires telepathy. 6 Partial Ghosting: 6d6% of the population and structures turn intangible as above, while the rest remains unchanged. 7–8 Teleportation, Close: The Fadetown and its inhabitants instantly relocate to another site on an intersecting ley line within one mile. The Fadetown may return to its original location on the next fade cycle or teleport to another new location. Some Fadetowns make regular circuits of their teleportation locations. 9 –10 Teleportation, Distant: The Fadetown and its inhabitants instantly relocate to another site on an intersecting ley line within 5d20 miles. The Fadetown may return to its original location on the next fade cycle or teleport to another new location. Some Fadetowns make regular circuits of their teleportation locations. 11 Magic Ebb: Any powers linked to PPE or ISP halve their damage, Duration, and range while the fade is in effect. PPE and ISP reserves are reduced to half their original amounts and take twice as long to regenerate. This effect may be accompanied by strange lights, weird clouds, or a sense of malaise, but no other game effects. 12 Multiple Effects: Roll twice, disregarding incompatible results or this result. Michael Logan (Order #41085069)


77 years, a faction of Cyber-Knights took up Magestar’s cause and organized an outpost. After the fall of Tolkeen, those veterans traumatized by the war now turn to Magestar as a refuge. The city offers a safe space for them to regain their inner peace and rediscover their calling. Fallen Cyber-Knights find assistance as well. While many of the early settlers from Dweomer were magic-users believing in Kara Zane’s cause, four-fifths of the current population possesses no magical knowledge. Instead, they came to Magestar for safety and respect. In places like Dweomer, those without magic must accept the superiority of the magically-inclined; Magestar, however, preaches complete equality. The Mystic Triad realizes their town needs a robust citizenry with numerous skills; without them, the city would fail. To emphasize this equality, Magestar elects its government, the Ruling Council. GOVERNMENT OF MAGESTAR The Ruling Council both wishes to build alliances with like-minded neighbors and stay hidden. The community has limited defense from threats like the Coalition States and Lord Dunscon. Like Dweomer, they employ magic to protect the city, but their resources are strained. A troop of around 150 mercenaries and headhunters operate as a defense force. Despite being soldiers-of-fortune, these defenders believe in the greater cause; they want to do good and further the ideas of peace and freedom. They patrol the area to keep the city safe, and they also rescue refugees who come into nearby lands. Combining these two strategies with a tendency to not engage in conflict keeps Magestar safe. Kara Zane believes only through alliances can Magestar help others and demonstrate the beneficence of magic. In the early years, the support of the CyberKnights helped Magestar with their mission of goodwill. Lazlo hesitantly accepted their outreach. Before its fall, Tolkeen did as well. The unconditional generosity of Magestar also gained them the friendship of some Fadetowns. Even though Dweomer has no formal relationship with Magestar, the Lords of Magic continue to respect the Mystic Triad. Unfortunately, the Mystic Triad’s evangelism makes little progress beyond that. The Mystic Triad The Mystic Triad were born and raised in Dweomer. Each possessed an affinity for magic and devoted their lives to the three Brotherhoods they joined. In time, Kara Zane, Hugh Manning, and Dan Ironforge developed a friendship, founded in their belief in magic’s potential to do good. When Kara Zane decided to set out and bring that belief to life, Hugh and Dan joined her. „ Kara Zane, head of the Mystic Triad and elected leader of Magestar, trained as a High Mage in Dweomer. Her inquisitive mind and drive led her to complete her training with the Brotherhood of Magic, and she quickly earned her title as Lord Magus. What drove her to success also inspired her dreams. Kara began questioning the isolationism of Dweomer. She believed Dweomer could change the outside world’s view of the arcane. She could no longer stand idle, so she prepared to leave the city. The other members of the Triad joined her crusade and set out to build Magestar. Kara’s optimism and fervor exemplify the Magestar ethos. The people elected her leader, and she fulfills this role happily. Magic allows her to more fully help others and positively impact their lives. Kara lives and Michael Logan (Order #41085069)


78 breathes kindness. That devotion, though, can endanger her and others. She takes on any task that spreads goodwill to others. Fortunately, she has her greatest admirer, Hugh Manning, to keep her from taking any rash action. „ Hugh Manning did not specifically plan on leaving Dweomer. He distinguished himself as a great solider, long ago. Those years of experience as a Battle Magus gave him unique insight to the world outside his home. He saw the danger the Coalition States posed; he believed even the Lords of Magic could not withstand a direct assault. Kara Zane’s hope to build an alliance seemed prudent to him, and his unwavering respect for her led him to join the crusade. Hugh provides a voice of reason to the Triad. His wisdom helps him see the need for caution in seeing Kara’s dream reach fruition. Hugh remains loyal to Dweomer and the Lords of Magic. When he left Dweomer, High Lord Brethan D’zir charged him with protecting the other members of the Triad. If Magestar fell, he would lead the Mystic Triad back to Dweomer where they could return to their earlier positions—but Magestar’s continual growth and successful defense suggests Kara’s grand dream of kindness and peace could happen. For now, Hugh does not fully invest himself in the cause but worries the choice looms in the future. „ Dan Ironforge lives for his dreams. Even before joining the Mystic Triad, Dan spent his days at the forge creating new, innovative weapons and armor. Like Kara Zane, he excelled at his work as a Lord Magus for the Brotherhood of Creation. Unlike his comrades, the dwarf did not study and instead relied on his overabundance of natural talent. Dan dreamed of sharing his inventions with the rest of the world. He wanted others to admire his genius and to use his work to create a better world. Continuing his life in isolationist Dweomer would not allow that, and so he joined the Mystic Triad. His position within the Triad led to his election to the Ruling Council. He oversaw the building of the city. At first, he relished his role supervising the Techno-Wizards— but as a member of the government, he finds himself far busier than he expected. He can spare little time for creation. His very reasons for striking out for Magestar stand in the way of his dreams, but Dan Ironforge does not give up. He works hard to quickly establish the city and its TW production, looking forward to the day he can return to his forge and create for Magestar and the world. Though the Mystic Triad hopes to build a strong alliance, they have no desire to ally themselves with the Kingdom of Dunscon. They despise everything Alistair Dunscon and his fiendish allies stand for. This disgust does not lead to any direct challenges. Minor skirmishes outside the city do occur from time-totime though. This works well for Alistair Dunscon, who considers Magestar beneath his notice. To him, the Mystic Triad are fools destined to eventually destroy themselves. Magestar perseveres. The Ruling Council makes careful decisions; as elected officials, they work for the entire community and its best interest. When the council does not have an answer, they turn to the Grey Seers. These advisors help Magestar to stay safe, grow, and fulfill its goal. Michael Logan (Order #41085069)


79 THE GREY SEERS Mystics specializing in divination, the Grey Seers use the insights gained from communing with the divine to prevent disasters and loss of life. Members of this small society brave the wrath of local lords—Federation, Coalition, and everything in between—to bring word of impending danger or counsel against the road to war. They are unpopular with politicians, even as they save the lives of thousands of common folk. A few communities appreciate the Grey Seers and welcome their divination; Magestar and its Ruling Council regularly seek their assistance. Perhaps 200 or so Grey Seers live in a dozen small enclaves scattered throughout the Magic Zone and as far away as Lazlo and the outskirts of ChiTown. Fewer than ten Seers live in each enclave alongside between 50 and 100 followers who defend and provide for the Mystics. Few of these acolytes seek to become Grey Seers themselves as the order demands strict asceticism. The Grey Seers eschew technology and luxury, living with only basic amenities and accepting neither fame nor fortune as reward. They take vows of pacifism, fighting only in self-defense, espousing a creed of tolerance for all living things— even supernatural monsters. They ally with no government, risking the wrath of both the Federation and Coalition by speaking truth to power. In pursuing this course of tolerance and unselfish aid, however, the Grey Seers can be blind to the deceitfulness of others, and sometimes find themselves manipulated by those with darker agendas, like the Society of Sages. THE SOCIETY OF SAGES A secret society of human supremacists, this harmless-sounding organization of alchemists and mages hones their magic in an attempt to exterminate dragonkind. The Society of Sages surreptitiously purchased the secret of Dragon Juicers from Stormspire, and now manufactures them to gather draconic fluids and tissues for magical experimentation. They keep a very low profile, wisely fearing retaliation from not just dragons but also the Federation of Magic. Cagliostro Smith, a Ley Line Walker originally hailing from Old Detroit, manages the Society’s affairs out of Kingsdale, the rough-and-tumble trading settlement north of Castle Refuge. Though Kingsdale serves as the Society of Sage’s unofficial headquarters, even there they operate in secret, infiltrating local guilds while steering clear of the nearby dragons. Smith trades on his well-known exile from both the Kingdom of Dunscon and Dweomer to present himself as a world-weary, humbled scholar—all the while masterminding a web of intrigue crisscrossing Rifts Earth. Bands of mercenaries led by Dragon Juicers venture far from human habitation to hunt dragons, while loyal Ley Line Walkers travel the globe to study and steal draconic secrets. The most dangerous of their agents, a former Cyber-Knight turned Dragon Juicer called the Slayer, even assassinates dragons protecting small settlements in the Magic Zone. The Society of Sages is fixated on dragonkind, and sees it as humanity’s greatest rival for control of the world, actively opposing the Cult of Dragonwright (see page 123). Michael Logan (Order #41085069)


80 THE VANGUARD The Vanguard see themselves as humanity’s first line of defense against the aliens. Despite decades of persecution, the mages of the Vanguard remain loyal to the Coalition States, valuing the Coalition’s human supremacist prejudices higher than the CS condemnation of magic. Founded by magic-users who fought with the Coalition during the Battle of Chi-Town, the Vanguard found themselves declared an enemy of the state in the later purges. Nonetheless, the society of mages survived, becoming a mobile guerrilla force fighting the Coalition’s enemies in places normal CS troops could not go. In the lead-up to the Siege of Tolkeen, hundreds of Vanguard agents infiltrated Tolkeen society, acting as saboteurs and insurgents until the war finally came. Today, the 200 or so members stationed in the Magic Zone have turned their sights on the Kingdom of Dunscon and Dweomer. They hope to once again attack the enemy from within. This proves difficult regarding Dweomer, as they have not yet discovered the city’s location, and cells who attack the Dweomer military do not return. In Dunscon’s case, their efforts may be for naught. Bloodmist already whispers the name “Vanguard” in his lord’s ear, and the paranoid genius makes plans to deal with them. THE TOMORROW LEGION IN THE MAGIC ZONE Magestar quickly solidified an alliance with the Castle Refuge community as soon as they became aware of the Legion. The two settlements seek a similar future, one where all people enjoy freedom and find peace. Magestar aids the Tomorrow Legion in any way it can and they often seek, and receive, the same in return. This alliance connected the Tomorrow Legion with the Grey Seers. Though most of the Legion’s leaders do not wish for the divination of the Grey Seers, they know the Grey Seers’ offer of advice remains. The other two independent groups in the Magic Zone, the Society of Sages and the Cult of Dragonwright, do not get along well with the Tomorrow Legion. These groups see the heroes as inconveniences at best and challenges at worst. The feeling is mutual. The Sages’ zealotry knows no bounds, which puts everyone in danger. Their use of Dragon Juicers creates an even greater divide between the two groups. On the other hand, the dragons clearly have plans to subjugate much of the population. The Vanguard poses the greatest threat. Their secretive nature makes them elusive and dangerous. Most only know the Vanguard second-hand. The Tomorrow Legion does not actively seek them out, but a handful of units have faced these Coalition adherents. For the most part, these cells do not survive the engagement. ENCOUNTERS IN THE MAGIC ZONE To generate encounters in the Magic Zone, use the new Magic Zone Encounters table in conjunction with those found in the Game Master’s Handbook. Michael Logan (Order #41085069)


81 SAVAGE TALE: MISLED TO SLAUGHTER While on a supply run into the Magic Zone, the Legionnaires rescue a band of Tolkeen refugees. When they arrive at their destination, they find the site overrun by cannibal bandits and must protect the refugees as they extricate themselves from the malevolent Fadetown. The Blasted Unicorn The adventure begins with the heroes several days into their journey to a Fadetown named Slaughtersville, about 470 miles northeast of Castle Refuge. They guard a shipment of four tripodmounted vehicular TW-Mini Guns to trade for a large shipment of preserved and smoked grauper pork products. If the Legionnaires have no vehicles of their own, they have been issued two Zone Ranger ATVs to transport the goods (and the services of two Tomorrow Legion Operators to drive, if needed), though packing the weapons into the vehicles leaves little room for any passengers. Read or summarize to the players: It should have been easy, as far as expeditions into the Magic Zone go. Go-betweens had already arranged a trade of Arzno-manufactured weapons for a winter’s supply of grauper “ham” and “bacon” from Slaughtersville—a Fadetown known as the only home of the hog-sized quadrupedal avocados. Delivering the arms and picking up the “meat” should have been easy. That was before you came across the refugee D’Norr Devilmen, citizens of fallen Tolkeen who had been trying— and failing—to eke out a life in the Magic Zone wilderness. Several days earlier, a devil unicorn captured several D’Norr, stealing them off to its den. The Fadetown will soon vanish into nothingness for several weeks, but your oaths to the Tomorrow Legion demanded you intercede. You have tracked the beast to its cave and must decide the best tactics to defeat the devil unicorn while shielding the captives from harm. You must act quickly, both to save the D’Norr and to get to Slaughtersville on time! The devil unicorn makes its home in a U-shaped network of limestone caves opening off a riverbank. One of the chambers of the cave links to the river, half-filling the chamber with stagnant water. The captive D’Norr—two youths named Yldrr and Senn and a young woman named Orrly—huddle together in a chamber in the middle of the arc. They are Exhausted from enduring the devil unicorn’s sadistic tortures. Fully sapient and cruelly cunning, the devil unicorn attempts to outsmart the Legionnaires. Depending on how stealthily the heroes attempt to approach its lair, it tries to spy on them from the cave mouth or while submerged in the river. It also utilizes psychological ploys against the heroes, threatening to murder its captives and using its Demonic Laugh against them. The devil unicorn may be fearless, but it is also no fool and attempts to flee if outmatched. Whether or not the heroes manage to save any captives, the refugees beg to go with them when they return to the D’Norr camp. The D’Norr are scholars, not survivalists, and their attempts to make it on their own invariably result in misery. Characters with the Code of Honor or Heroic Hindrances cannot ethically leave the D’Norr behind, and so must take the refugees with them. As compensation, the D’Norr happily volunteer to fuel the Zone Rangers with their PPE. E Devil Unicorn: See page 177. Michael Logan (Order #41085069)


82 „ D’Norr Captives (Yldrr, Senn, Orrly): Use the Civilian stats from Savage Foes of North America with the D’Norr racial abilities from The Tomorrow Legion Player’s Guide. They are Exhausted. „ D’Norr Refugees (2 per hero): Civilians with the D’Norr racial abilities as per the captives. Where There’s Smoke… According to the heroes’ maps, Slaughtersville sits another 15 miles from the refugee camp (approximately five hours away on foot). The thick oak forest slows ground vehicles to halfspeed and blocks visibility farther than 250 yards. Game Masters should adjust the following encounters accordingly for flying characters. Grunting graupers —ambulatory extradimensional plants resembling a cross between a pig and an avocado— stalk the forest surrounding the Fadetown, snuffling for acorns. They move slowly— each step involving their shallow roots digging into and then out of the soil— and present no harm to anyone. A mile out, the heroes hear the faint bass oompah-oompah of drums and tubas, accompanied by the soon-audible sounds of accordions, clarinets, and trumpets. Half a mile out, the scent of smoking grauper meat reaches their noses. At a quarter of a mile out, the music suddenly ceases, replaced a moment later by incongruous heavy metal. The trees around Slaughtersville are cleared out to a range of 500 yards in a circle around the village in order to hinder surprise monster attacks. As the heroes emerge from the forest, this clear line of sight gives them a good look at the Fadetown. Slaughtersville appears far more ramshackle than expected. A neat, shoulder-height stone wall sits in front of a jagged wooden palisade topped with ragged lengths of razor wire and scrapmetal armor panels. Two mismatching guard towers support a pair of signposts. One sign reads “Welcome To” and the other—which several villagers are attempting to lift back into position— reads “Slaughtersville.” Thick, gray smoke carrying the smell of seasoned flesh pours from numerous chimneys in the village, but Dog Boys and other characters with appropriate olfactory abilities instantly notice that the scent is somehow wrong. Many players will naturally be suspicious of this unwelcoming appearance, but the villagers begin hooting and hollering and urging the heroes to come on in to town as soon as they are spotted. Suspicious players have good cause to question the situation. Slaughtersville went into its fade cycle mere moments before it came into sight, vanishing into nothingness for the next three days. It was replaced by Sawneytown, a distant-teleporting Fadetown home to cannibalistic reivers. If the heroes refuse to come into town, the gate guards sound the alarm and open fire. „ Sawneytown Welcoming Committee (6): As Magic Zone Mercenaries (see page 171). Both towers sport vehicular Light Rail Guns, but one is out of ammo. Human Isn’t Vegan? Assuming the Legionnaires come to the gate, they find the guards suspiciously well-armed but ebullient. If questioned about their weapons, the guards remind the heroes that the Magic Zone is a dangerous place and attempt to usher them into the village. The mayor of the town strides forth to meet them, his bodyguards right behind Michael Logan (Order #41085069)


83 him, attempting to distract them from the ill-kept buildings and blood-muddied dirt paths. At his gesture, somebody cuts the power to the shambolic conglomeration of speakers patched together in the town square, silencing the raucous music. The mayor is a tall, handsome, wild-eyed human male whose dragon-hide armor and drug harness immediately identifies him as a Dragon Juicer. “Alright! Alright! Alright! Woo-hoo!” crows the leader of the town as he sashays toward you. “Domhnall Aloysius Pyre at your service—but my friends call me ‘Dom.’ Mayor for life of…” He trails off and snaps his fingers a few times before resuming. “Slaughtersville! Slaughtersville, of course. My profuse apologies; the Dragon Juicing, it…um…affects the mind a little. My memory is terrible.” “Oh my!” Dom cries, dashing past you to snatch Orrly into his arms. He holds the surprised D’Norr at arm’s length, tears coming to his eyes. “Oh, you poor, luscious child! You look so lost and afeared. Welcome to Slaughtersville. We are going to treat you right.” He turns back to you. “How can I help you, my fellow warriors?” If reminded of the meat-for-weapons trade, he blames his forgetfulness for his error. He eagerly orders some underlings to take possession of the weapons and tries to persuade the heroes to stay overnight and load up their vehicles in the morning. He also offers to take in the D’Norr refugees, enabling the heroes to more easily return to Castle Refuge. In the meantime, he suggests a welcome feast. Sickeningly, the flesh of sapient beings is what he offers to fill the heroes’ bellies; it is human and D-Bee meat smoking in the Sawneytown sheds. The Fadetown travels a lengthy circuit, teleporting Michael Logan (Order #41085069)


84 to occupy the physical space of other Fadetowns when they vanish. The Sawneytown inhabitants murder visitors seeking these other Fadetowns, knowing the disappearances will just be blamed on the dangers of the Magic Zone. Few even suspect that Sawneytown exists. DINNERTIME Dom plans to ply the Legionnaires with tainted moonshine and attempt to murder them when they succumb, stealing their gear and slaughtering both the heroes and the D’Norr for food. If the heroes accept the drugged drinks, they must make a Vigor roll or be affected by a Strength 2 Knockout poison (see Hazards in Savage Worlds). In the event that all the heroes are knocked out by the poisoned moonshine, they awaken in time to see the Sawneytown reivers murder the last of the D’Norr. They awaken stripped of their gear and are tied up and led to a slaughterhouse. The reivers intend to make the heroes the main course at the next feast. If the heroes are suspicious of their strange hosts and decide to investigate, they easily find plenty of evidence of the reivers unwholesome intentions: „ Vronwor, Vampires, and other characters who may have cause to recognize the taste of human flesh, immediately realize they’re not eating pork—let alone grauper flesh. „ A successful Notice check lets a hero spot the pile of alternative placename signs propped up near the gate. If the heroes have ever visited a vanishing Fadetown before, its name is on one of the placards. „ A successful Stealth roll lets a hero sneak away from the celebration to investigate the smokehouses or slaughterhouse, where they can easily see that the cuts of meat are not graupers. When combat inevitably breaks out, the reivers fight with reckless abandon. Dom is sorely overconfident at first, but panics once he loses two-thirds of his forces. He attempts to surrender, promising to tell everything to the heroes—which he does, explaining that everything within the stone wall vanishes when Slaughtersville fades. While the heroes wait for their real destination to return, he attempts to escape or trick the heroes into being carried along by Sawneytown if he cannot get loose. AFTERMATH Once the imposter town fades, the heroes can await the return of their original destination. Negotiations with the Slaughtersville inhabitants go easily once that town fades back into existence, still in the middle of their autumn harvest festival as if they never left. The thankful townsfolk provide twice the promised grauper meat if the Sawneytown situation is explained and promise to continue the trade with Castle Refuge indefinitely. E Domhnall “Dom” Aloysius Pyre: Dragon Juicer (see page 169) with the Attractive and Charismatic Edges. „ Dom’s Bodyguards (Verne, Shirley): Dragon Juicers (see page 169). „ Sawneytown Reivers (2 per hero): As Magic Zone Mercenaries (see page 171). Michael Logan (Order #41085069)


85 CHAPTER SEVEN S ettlements are far more prevalent in the Middle Ohio River Valley. Here sit the majority of the politicallypowerful fiefdoms and cities, including the foul heart of the Federation of Magic— The Kingdom of Dunscon. HISTORY OF THE FEDERATION Ask anyone outside its borders— especially citizens of the Coalition States—about the Federation of Magic, and they’ll tell tales of secret enclaves of cruel Faerie Folk, black-hearted necromancers, demon-summoning Shifters, and humans subjected to the whims of devils and dragons. Ask the citizens of the Federation itself, and they proclaim the Federation of Magic a bulwark of freedom and learning standing stalwart against the despotism of the Coalition States. Neither group is entirely wrong. As covered in the Game Master’s Handbook and Savage Foes of North America, the Federation of Magic is a loose-knit alliance of city-states primarily united around a belief that magic, not technology, holds the key to survival on Rifts Earth. Stark differences in ambitions and moral philosophy divide the member-states of the Federation, preventing any true political unity. While all the factions oppose the actions of the Coalition States, their responses greatly vary. Lord Alistair Dunscon, leader of the Kingdom of Dunscon (and what he calls the “True Federation of Magic”), seeks to subject the other realms of the Federation to his rule and crush the Coalition, while most of the other factions seek peace through isolation. Alistair’s father, Nostrous Dunscon, established the Federation decades before the founding of the Coalition States, recruiting numerous towns and villages throughout the Magic Zone and along its borders. Even Tolkeen, already an established power, joined the new alliance. The Federation of Magic flourished in peace and harmony for years. The Grand City, Nostrous Dunscon’s capital built on the bones of Old Chicago, grew in power. THE FEDERATION OF MAGIC Michael Logan (Order #41085069)


86 Nostrous offered his hand in friendship to the fledgling Coalition States during their formation but was rebuffed. The leaders of the Coalition summoned Nostrous to a meeting and demanded he stop associating with magical beings and abandon the eldritch power that gave his people hope. Nostrous Dunscon threw their demands in their faces and stormed out. He began plotting a war of conquest to bring North America under his sway. The war erupted in 12 PA. The leaders of Tolkeen and of Dweomer refused to participate, leaving Nostrous Dunscon’s followers ill-prepared for the military might of the Coalition States. The Federation’s army turned to the darkest of the dark arts, summoning demons and undead to assault Chi-Town. This, in turn, prompted the Cyber-Knights and other potential allies to turn from the Federation’s side and aid the Coalition instead. The Coalition forces decimated the Federation of Magic, and they purged tens of thousands of magic users after the Battle of Chi-Town ended. The Battle of Chi-Town still burns bright in the imagination of both Coalition and Federation citizens, fueling hatred on both sides down the long generations. The Coalition still uses it to justify their war against magic, while Alistair Dunscon leveraged resentments from it when he returned from walking the Megaverse® to rebuild his father’s Federation. The Lords of Magic of Dweomer point to it as proof isolation is better. The rulers of Tolkeen used it to defend their refusal to join the reformed Federation of Magic. Meanwhile, the latter realized too late Lord Dunscon’s memories of the battle continued to fuel his wrath. More information about Alistair Dunscon can be found in the Game Master’s Handbook and Savage Foes of North America. THE KINGDOM OF DUNSCON The fall of Tolkeen resulted not just from superior military strategy by the Coalition but from deliberate betrayal by Alistair Dunscon. Contacted by the desperate leaders of Tolkeen late in the siege, Lord Dunscon promised aid to his fellow sorcerers only to divert those forces at the last minute, leaving Tolkeen overextended and vulnerable. Alistair Dunscon avenged his father and increased his own power in one fell swoop, as refugees from Tolkeen— unaware of his treachery—fled to the fallen city’s nearest magical neighbor: the Kingdom of Dunscon. The Kingdom of Dunscon is Alistair’s personal domain, and the heart of what he considers to be the “True Federation of Magic.” Organized in a feudal hierarchy, the Kingdom of Dunscon consists of several large communities directly ruled by Alistair Dunscon and dozens of small communities ruled by vassal lords. These smaller communities range from prosperous farming villages to bandit camps to the sanctums of lone sorcerers. Guerrilla fighters, mainly Tolkeen refugees, gather in an increasing number of hidden bases to attack Coalition patrols and raid CS borders. Lord Dunscon welcomes these refugees to his ranks. With the fall of Tolkeen, Dunscon went from ruling less than a quarter of the Federation’s citizenry to more than half, as both refugees and panicked smaller settlements swore allegiance to his cause. Alistair Dunscon promises vengeance against the Coalition and prosperity for the Federation of Magic. Daemonix, D-Bees, demons, and dragons rush to his side, garnering field Michael Logan (Order #41085069)


87 commands in the guerrilla war or joining the hidden forces in the City of Brass. Government of the Kingdom of Dunscon When Lord Dunscon returned from his dimensional travels, he brought with him a cabal of monsters: a Corrupt named Mestoph Denali, the Deevil Cracius the Cunning, the demon Brok Redman, and a Raksasha known as Bloodmist. These powerful, fearsome beings aided him in his journeys, and they remain his closest counselors. As Alistair Dunscon respects loyalty above all else, their prize was positions on the True Federation’s High Council. Dunscon’s closest allies exemplify typical hatemongers and self-serving hypocrites. They live like kings and queens in their suites and lairs scattered about the City of Brass, employing Coalition States’ technological weapons to even the odds against would-be usurpers. Most amass millions of credits, some in gems and gold, and others collected on their Universal Cred-Cards. Nevertheless, they execute his agenda with gleeful aplomb. PLANS OF ALISTAIR DUNSCON Lord Dunscon yearns to see Dweomer humbled just as much as he desires to crush the Coalition. He holds a personal grudge against the Lords of Magic—both for not supporting his father and for usurping leadership of the Federation while he journeyed across the Megaverse®. With vengeance wrought against Tolkeen, Dunscon must now balance moving against the Coalition States with undermining Dweomer. Thankfully, these plans go hand-in-hand. The constant raids against CS settlements keep the fear of magic alive in the Coalition, while stoking the rage in both Coalition and Federation hearts. Dunscon and Cracius advocate for more direct action while maintaining plausible deniability, prodding their followers to make a concerted effort at destroying Fort El Dorado, the youngest (and most underfunded) CS city in the region. Lord Dunscon hopes the destruction of CS El Dorado prompts the Coalition States to send an expeditionary force deep into Federation of Magic territory. He intends to misdirect this force toward Dweomer, If your community refuses to swear fealty to Lord Dunscon and the cause of the True Federation, then I fear for your safety. Without our protection, who knows when a swarm of demons might tragically find their way into this valley. —Zargus the Great, True Federation Sorceror and Emissary Michael Logan (Order #41085069)


88 a target the Coalition knows exists but cannot find. With Dweomer devastated by a full-out Coalition attack, Dunscon knows he will easily rally the Federation hold-outs to his side, finally uniting the Federation of Magic under his rule. Then he will utterly destroy the Coalition. FORCES OF THE KINGDOM OF DUNSCON The True Federation of Magic has no standing army because Lord Dunscon does not need one. The inhabitants of Alistair Dunscon’s capital swelled to over 90,000 in recent months as Tolkeen refugees poured in. Over 1,000 Daemonix and hundreds of Brodkil, dragons, Gargoyles, Neuron Beasts, and Witchlings joined his army of Darkhounds, demons, Psi-Goblins, Simvan monster riders, and mercenaries. Even ancient dragons who once ruled as kings in Tolkeen’s sister city Freehold now bend their knee to Lord Dunscon. Brok Redman has yet to instill any real discipline among these men and monsters, and they would be little better than a rampaging horde if they were unleashed against the Coalition now. Close to a hundred Darkhounds and 2,000 PsiGoblins patrol Mammoth Cave. Aside from some better-organized mercenary units, these creatures are as close to a true army as Dunscon yet possesses. Most of the military force in the realm falls into the hands of Dunscon’s vassal lords. Every community, from the smallest thorp to the largest town, is ruled by a petty warlord and his warriors. The fields beneath a lonely tower might be tilled by a necromancer’s zombies or the village smith might be a dragon in disguise. A valley of pleasant hamlets might pay taxes to a tribe of orcs in the hills or Simvan nomads who wander through once a year. Many villages are armed camps where survivors of Tolkeen brood on their losses. Michael Logan (Order #41085069)


89 For now, this works. Dunscon and Cracius urge discontented refugees to harry CS patrols on the Kingdom of Dunscon’s borders, while the Demon General tries to harangue the troops into shape. Like everything in the Federation of Magic and the Magic Zone, Lord Dunscon’s military is little more than a fairy tale to the Coalition. Dunscon is happy to keep it so until he strikes. The City of Brass Over 144 miles of limestone caverns wind beneath central Kentucky. Known before the Great Cataclysm as the MammothFlint Ridge Cave System, in the modern day the name has shortened to Mammoth Cave. The caverns consist of the spacious vaulted rooms the system was named for, as well as rare but spectacular stalactite and stalagmite formations, onyx flowstone waterfalls, and bottomless pits. Technically, though, it does not house the City of Brass. While the City of Brass can only be approached through a specific cavern in Mammoth Cave, this passage leads through a portal into another dimension. The Coalition cannot possibly find the hidden capital of the Kingdom of Dunscon because it literally does not exist on Earth. The massive, metallic city sits in a cyclopean cavern on its alien home world, surrounded by a pool of eerie black water. Though the population recently swelled with the arrival of Tolkeen refugees, the cavern provides plenty of space for those who want to ally with Lord Dunscon. Captured Coalition soldiers perceive the City of Brass as the embodiment of all they fear about magic, even before they find themselves clapped in slave shackles or sacrificed on bloody altars. Even before Lord Dunscon opened his arms to the monsters summoned to defend Tolkeen, the City of Brass housed the worst elements of the Federation of Magic. Now these demons—Brodkil, Daemonix, Neuron Beasts, and greater demon lords—mix with mad Shifters, necromancers, visiting Splugorth and worse, all jockeying for the notice of Lord Alistair Dunscon and his diabolical cabal of advisors. Nostrous A diminished reflection of the City of Brass, the town of Nostrous gleams dully amidst the ruins of Louisville, Kentucky. Brass highlights—doors, roofs, statues, and trim—decorate half the buildings to confuse foes who penetrate this far into the Kingdom of Dunscon. Nostrous mirrors the City of Brass in other ways as well. Foul Shifters and necromancers, monsters and Murder Wraiths reside here, making it nearly as tarnished with evil as the city it impersonates. Named for Lord Dunscon’s revered father, Nostrous swells with revengeseeking refugees from the Siege of Tolkeen, including the recently arrived members of the Grim Reaper cult and practitioners of Atlantean bio-wizardry. Desperate folk from across the Federation come to Nostrous to transform into Dragon Juicers, while dying Juicers seek immortality only to become Murder Wraiths. Sunaj assassins loiter in the streets between assignments and Splugorth Minions trade their wares—signs of Lord Dunscon’s problematic alliance with the Splugorth. Three platoons of Dunscon’s Darkhounds patrol the environs, backed by mercenaries. Brutish D-Bees, such as ogres, orcs, and trolls, form most of the Tolkeen refugees, increasing the town’s population to over 5,000 angry, violent beings waiting for Lord Dunscon to lead them to war. While Nostrous may be a decoy for the true City of Brass, it nevertheless serves well as the launching point for Dunscon’s dreams of conquest. Michael Logan (Order #41085069)


90 Dragon’s Blood Despite their physical similarities, most dragons found on Rifts Earth do not match the stories of rampaging brutes described in Pre-Cataclysmic European legend. Instead, they are self-aware, intelligent beings. Their tendency to imprint on the first sapient beings they encounter (see Savage Foes of North America) leads them to develop protective feelings for the inhabitants of their territory. Some dragons—encouraged by the Cult of Dragonwright (see page 123)—position themselves as local gods and demand worship and sacrifice, but others enjoy the friendship of non-dragons and serve selflessly as protectors of the weak. Sharragar, protector of the town of Cecilia, was one such dragon and Alistair Dunscon killed her for it. Sharragar stood against Lord Dunscon in the days after his return from his dimensional travels, opposing what he claimed was his inherited right to lead the Federation of Magic. Dunscon came alone to Cecilia and engaged the dragon in a duel that left half the town in flaming wreckage. Alistair Dunscon claimed the town and renamed it Dragon’s Blood, making it forever after a warning to those who defy him. The small town today hosts a population of 1,200 or so ghouls, minor demons, and necromancers in addition to another 900 human and D-Bee slaves used for labor and sacrifices. Other Notable Locations in the Kingdom of Dunscon Most settlements in the Kingdom of Dunscon are small communities of only a few hundred souls: manors of petty warlords, hamlets of small farmsteads, Fadetowns, and D-Bee villages. Few make much impact on local politics. There are, however, a few exceptions. „ Ruins of Fort Knox: Somehow, despite the Coming of the Rifts and the passage of centuries, the name “Fort Knox” remains synonymous with “gold.” Hopeful adventurers still arrive from near and far to hunt the ruins of the base for the fabled gold reserves of the old American Empire. Unfortunately for those treasure seekers, looters plundered the reserves within a decade of the Great Cataclysm. Instead, adventurers seeking gold find death Lord Dunscon does not discriminate against even the most repugnant magical practices, allowing the Grim Reaper cult to flourish within the Kingdom of Dunscon. The Grim Reapers promise immortality to dying Juicers. The cult disguises its real intentions well enough that desperate super-soldiers come from far and wide seeking salvation only to find themselves twisted into undead Murder Wraiths. Alistair Dunscon embraces the cult as just another form of necromancy, employing Murder Wraiths as assassins and saboteurs. Many Juicers once allied to Tolkeen now voluntarily give themselves over to undeath, seeking vengeance for the fallen city from beyond the grave. Ultimately, the Grim Reaper’s devotion to the demonic Fourth Horseman of Death will turn them against Dunscon, but he prepares contingencies for that day. THE GRIM REAPER CULT Michael Logan (Order #41085069)


91 and terror. The ruins of Fort Knox are home to a Witchling named Grimalkin Go-Leor and her bandits. Go-Leor forges ancient treasure maps, and her bandits spread the legend of Fort Knox’s gold and sell the maps to gullible adventurers. The bandits and the Witchling strip the bodies of their prey. These prizes keep them very well-armed. „ Shadowvillage: Corrupted Shifters and other arcanists dominate the lakeside settlement of Shadowvillage, summoning demons and monsters at whim. Lord Dunscon gives the Shifters and wizards carte blanche to entertain themselves, inspiring the fierce loyalty that makes Shadowvillage one of the few truly patriotic villages in the Kingdom of Dunscon. The village sits on Barren River Lake, a reservoir created by a damming project before the Great Cataclysm, in a formerly deforested savanna in Kentucky. The earthwork dam suffers from centuries of neglect. With the forest encroaching back into the area and time and space destabilized by the Shifters, many wonder how long the dam will hold. THE TOMORROW LEGION IN THE KINGDOM The Tomorrow Legion loathes everything the Kingdom of Dunscon represents, and the feeling is mutual. Alistair Dunscon surrounds himself with the worst examples of magical villainy—humansacrificing cultists, soul-devouring demons, corpse-defiling necromancers, and more—and revels in his own mad plots. He and his High Council are backstabbing, murderous dictators KINGDOM ENCOUNTERS D20 RESULT 1–5 Same results as in the Game Master’s Handbook. 6–8 Federation Military Patrol: A patrol of 2d6 Magic Zone Mercenaries led by either a Shifter or a Combat Mage. Roll a d6 to determine what else is part of the patrol: on a 1–2, it’s 1d8 Brodkil; on a 3–4, it’s 1d6 Gargoyles, and on a 5–6 it’s 1d4 Mystic Knights (one of which is a Wild Card). Roll on the Opposition Leader Table. 9 –10 Refugee Orcs: Many of the humanoids who escaped the fall of Tolkeen wait for a chance to sign up to strike back at the Coalition, and while they wait, they tend to look for trouble and easy targets. There are 2d6 well-armed orc Bandits and d6 Ogres. Roll a d6: on a 4 or 5, there’s also a Wild Card orc Headhunter Techno Warrior acting as leader, while a 6 means there’s also an Ogre Wild Card among them. Roll on the Opposition Leader table and once on the Other Authority Figure table. 11–13 Darkhounds: A pack of 3d6 Darkhounds roam the area, probably in direct service to Lord Dunscon and his inner circle, led by a Wild Card Corrupt (who is Aggressive). 14 Same result as in the Game Master’s Handbook. 15 –16 Daemonix: As per Game Master’s Handbook. 17 Same result as in the Game Master’s Handbook. 18 –20 Psi-Goblins: Dedicated to patrolling and protecting the Kingdom of Dunscon, 4d6 of these monstrous goblins challenge any interlopers. At least one is a Wild Card (roll on the Opposition Leader table). Michael Logan (Order #41085069)


92 who use assassination and brute force to achieve their ends. Combating their schemes is all in a day’s work for members of the Tomorrow Legion. Dunscon’s many allies and loyal servants relish the chance to prove their loyalty, especially if it means opposing Castle Refuge. Complications abound, though, when the citizens of the Kingdom of Dunscon come into play. Many are either figurative or literal monsters, but many more are everyday people making the best of a bad lot. Many D-Bees had no choice but to live somewhere in the Magic Zone or face execution by the Coalition. Even if unsupportive of Dunscon’s policies, they keep their heads down to get by. Worn down by war and hardship, few dare accept the Tomorrow Legion’s aid. That does not mean the heroes cannot try. ENCOUNTERS IN THE KINGDOM OF DUNSCON To generate encounters in the Kingdom of Dunscon, use the new Kingdom Encounters table on page 91 in conjunction with the Game Master’s Handbook. STORMSPIRE A huge obsidian tower rises from the center of a ring of industrial buildings, glistening above the ruins of Lexington, Kentucky. The mage who raised the tower named it Stormspire, and now that name has spread to the township that surrounds it. Colloquially known as “the Techno-Wizard Capital of the World,” the small community of over 20,000 produces over a third of all Techno-Wizard (TW) devices in North America. Almost all new TW vehicles on the continent come from Stormspire, most hand-built in-house by one of the small shops operating out of the tower or the surrounding settlement. The Black Market only offers used ones. The craftsmen of Stormspire also build Techno-Wizard armor, equipment, and firearms. Local merchants trade with the Black Market for conventional technological weapons and gear, meaning almost anything can be bought there. Even Atlantean items find their way to this mercantile town— though such Splugorth rarities come with high prices. Stormspire remains one of the few places in the Federation capable of making Dragon Juicers. Life in Stormspire The presence of Splugorth-built items in Stormspire speaks to an ugly truth about the city: the inhabitants do business with anyone, even the vilest and most depraved. A lawless mercenary outlook unites the Techno-Wizard artisans, with commerce trumping all other concerns. Stormspire boasts scores of taverns, pleasure-houses, and dens of iniquity. It hosts a gladiatorial/Juicer arena, two gambling casinos, and several movie theaters and is one of the few cities in the Magic Zone supporting a population of City Rats. One thousand slaves serve in the manufactories and supporting businesses, and Brodkil and Simvan frequent the streets. Some claim the Dragon Juicer conversion process— which usually requires killing a dragon— was invented in Stormspire. The city even belongs to Alistair Dunscon’s True Federation of Magic. The relationship between the TechnoWizard haven and Dunscon existed largely in name only until recently, a concession on the part of K’zaa—founder of Stormspire—to keep the powerful Shifter from seizing control. With the fall of Tolkeen, however, Lord Dunscon now employs his power and support to Michael Logan (Order #41085069)


93 put more pressure on the town, forcing the merchants to sell the True Federation of Magic supplies of heavy armor and armaments at just over cost. This angers the Techno-Wizard artisans less than one might suppose. A thwarted attack by CS forces several years ago and the loss of profits from Tolkeen has intensified anti-Coalition sentiment, so many of Stormspire’s workers support efforts to stick it to the Proseks. The leadership of Stormspire, however, detests the arrangement with Dunscon. The Master of Stormspire The Lizard Mage called K’zaa knows Alistair Dunscon wants him dead. The founder of Stormspire joined the Federation of Magic to ingratiate himself with the local movers and shakers, but he has conducted business on his own terms for most of the fifty-odd years since then. While never outright confrontational with Lord Dunscon, K’zaa knows the human regards him as another rival to be disposed of. K’zaa has been there and done that. Hundreds of years ago on his own homeworld, Kyarennzaa Distorynn entertained dreams of conquest. He gathered a horde of followers and tried to take over half the planet. After a while, he grew bored of the constant assassination attempts and upstart adventurers, so he departed for worlds unknown. After many travels and countless adventures, he shortened his name to K’zaa and settled into a comfortable existence as a manufacturer and salesman of Techno-Wizard items. Rifts Earth offered K’zaa another opportunity to build an empire, but this time he chose to make it mercantile instead of military. The Lizard Mage ran Stormspire for years with hardworking Michael Logan (Order #41085069)


94 efficiency, offering high wages to recruit the most talented workers and protecting them from the Coalition and other enemies. Yes, perhaps he tweaked Dunscon’s nose from time-to-time, but K’zaa made sure to never push his luck. Now the Lizard Mage finds himself in a bind. Many of his own employees and citizens favor Dunscon’s plans for a war of retribution, accepting the low payments the True Federation offers for their wares in hopes of getting back at the Coalition States. K’zaa cannot reject Dunscon’s terms without risking revolt within Stormspire. It seems he can only pray Dunscon does not alter the terms any further or require K’zaa to make a sacrifice he simply does not want to make. When the Coalition previously attacked Stormspire, K’zaa magically shunted the obsidian tower to another plane. If forced to do so, he could take the tower on the run—but he refuses to leave Rifts Earth unless absolutely necessary. THE CITY OF DWEOMER Few settlements of note lie in the northeastern reaches of the Ohio River Valley. The far distant edges of the area overlap territory claimed by the Shemarrian Nation (see Rifts® North America: Empires of Humanity) or haunted by Splugorth slavers. Nearer the western edge sits the only citadel of civilization in this part of the Magic Zone: The City of Dweomer. Dweomer appears on no map; its location remains a closely-held secret. To the Coalition States, it remains but a legend. This reflects the isolationist policies the city holds dear. The citizens cherish the peace and safety secrecy affords them. The three Lords of Magic—immensely powerful beings from another world— govern Dweomer City. The rulers of Dweomer stand aloof from regional politics. They did not help Nostrous Dunscon when he invaded Chi-Town, and they did not send reinforcements to Tolkeen. Instead, they searched for and protected the refugees of these wars. Human or D-Bee, demonic or draconic, peace-seeking refugees find sanctuary within the city’s walls, earning it the nickname “a city for all people.” The Lords of Magic and Dweomer accept an uneasy truce with the Kingdom of Dunscon and its leader—though that does not prevent duels and skirmishes between supporters of Dweomer and the True Federation in the small villages and uninhabited lands of the Magic Zone. Many believe Alistair Dunscon knows the location of Dweomer but chooses not to reveal that information. He also disallows any direct attack on Dweomer, including Bloodmist’s frequent suggestions to send spies. He knows the Lords of Magic and the people of Dweomer prize their safety above all else and waits patiently for the chance to tear it from them. Life in Dweomer The Lords of Magic—also known as The Three—built Dweomer on the remains of Kingston, Ohio along the Scioto River. They raised their castle on one of the many Appalachian foothills, a beacon of white stretching up into the sky. All citizens can visit the castle and see where the Lords of Magic conduct business (though no one ever enters their private apartments). The rest of the city radiates out from this center. Beyond the buildings, a royal garden flows down to the bottom of the slope. Grassy fields, farmlands, and small copses of trees ring the base, harking back to the area’s past. The whole Michael Logan (Order #41085069)


95 of it resembles a pastoral village straight out of a fairy tale. The beauty of Dweomer is a beacon of hope. Beneath the castle’s heavenreaching spires, the city invokes an Old World charm. The collection of homes and other structures resemble an idyllic medieval village, and yet separately, each displays its own sense of tradition. Half-timber homes stand beside others grown from alien crystals or wrought from alchemical metals. Inside these homes, modern conveniences—powered by magic (or Techno-Wizardry)—create comfort in this chaotic world. DWEOMER SOCIETY Dweomer City teems with spellcasters and magic devices, making it the most powerfully magical city in the Federation of Magic and the second most powerful in North America, behind Lazlo. No technology may enter the city, except for the creations of Techno-Wizards. The Lords of Magic foster the use of magic, sharing it with anyone interested in learning. Magic always infused the area. The area’s earliest residents, the ancient Native American Hopewell culture, raised many mounds as burial sites and built tiered pyramids for their moon goddess. Once the Rifts opened, the spiritual energy of the mounds produced a land saturated with PPE. The ruins of Chillicothe, about 10 miles south, rest on the largest set of Hopewell mounds. There the Great Cataclysm left the lands scarred with ley line storms and Rifts. Although the Lords of Magic decided to build a civilization away from the danger posed by Chillicothe, others still flock to there to harness the incredible magic for their own rituals. LAW & ORDER IN DWEOMER The Lords of Magic prize obedience above all else, and the population of Dweomer happily obeys. The residents follow the laws of the city closely, knowing the laws help to keep them safe and prosperous. They and visitors also observe the laws because of the swift and harsh punishment offenders face. The Three deliver both judgment and sentence to the accused. Petty crimes—theft, assault, and property damage—receive the most common and less punitive punishments: generally magical curses, public humiliation, and restitution. Sweeping damage— terrorism and wizard duels especially— often earn criminals torture, banishment and possibly execution. Crimes against the state end in execution; the same goes for other serious crimes that result in death. The Lords of Magic do not tolerate trespass against themselves, the city, and its loyal citizens. Such strict laws help create a functioning and peaceful city. In general, Dweomer does not discriminate when accepting refugees. If those seeking sanctuary accept and uphold the city’s laws, then they may stay. This open policy means the streets of Dweomer teem with a great diversity of life. Humans, D-Bees, and supernatural creatures of all shapes and sizes, including dragons and demons all live side-by-side. Though not all citizens profess to live an honorable life, they may still find a haven here. While all welcomed to Dweomer enjoy a life free from persecution and prejudice, the Lords of Magic forbid certain people to enter the city. Any person who willfully manipulates others psychically or embraces murder and sacrifice find no welcome here. Necromancers, vampires, the undead, cannibals, Psi-Stalkers, evil Mind Melters (or other psionicists), and zealots need look elsewhere. Michael Logan (Order #41085069)


96 The Lords of Magic Brethan D’zir, Coran D’zir, and Leizak D’zir—the mysterious benefactors of the city of Dweomer—work towards peace, equality, and prosperity. Many theories about them exist; while their origin as aliens is the most popular, many believe the Lords of Magic are gods. Their appearance does give that impression. Standing 17 feet tall, their golden skin and chiseled physiques certainly lend the Lords of Magic a god-like air. The fine, silken scales that comprise their skin enhance their exotic appearance. Though they look kindly upon their charges, the gaze of The Three radiates with power. Deep within dark eyes, crackling energy swirls in place of their pupils. Among those insistent on the Lords of Magic’s godhood are the four-armed, giant D-Bees called Vronwor. They tell stories of the D’zirs’ journey from Vronwor to gods. Many believe their education and experience helped them gain power, which caused them to physically change. Then, they found the secret to immortality and became gods. The Vronwor worship the Lords of Magic and see them as a lesson in how to achieve greatness. The Lords of Magic do not encourage this or other religious faith in them. The Three are at least thousands of years old, maybe millions. Though an exact origin remains a mystery, no one questions their arcane abilities. They use and share their inestimable power and rely on it for their strength and resilience. The people of Dweomer trust the Lords of Magic’s commitment to the city and all their decisions. They know the Lords do whatever necessary to protect Dweomer. The Lords of Magic embrace their triune existence. They make no decision unless they reach a unanimous conclusion. This rarely leads to conflict, as the Three share Michael Logan (Order #41085069)


97 the same goals for Dweomer. However, their debates can cause them to lose time during crucial moments. Their unity in mind and body strengthens the deployment of their immense abilities, but they lose much of their eldritch powers when separated. They also keep their secrets. Though the Three exude strength and confidence, they suffer the same insecurities and indecision as all beings. They also hide secret vulnerabilities: psionic attacks can do them great harm, even though they cannot be mind-controlled or possessed, while they feed by consuming the energy found in ley lines. Though they seem of one mind, they do differ from one another. „ Brethan D’zir acts as spokesman for the Lords of Magic. This led to his nickname—First Among Equals— and the popular perception of him as Dweomer’s king. He also instructs the Lord Magi of the Brotherhood of Magic. A natural leader, Brethan conducts the city’s business with a firm hand, but he is no dictatorial king of the gods. When Brethan speaks for the Three, he is soft-spoken and thoughtful. His dark blue eyes shine with energy and hide a swirling rainbow of color. To individualize his appearance, he dons dark robes embroidered with magical sigils. „ Coran D’zir, who leads the Brotherhood of Battle, is most often seen about Dweomer City. Coran regularly visits with his troops and fights alongside them. He is a keen strategist and a deadly warrior, aided by his magic. The most aggressive of the Lords of Magic, Coran ruthlessly deals with his enemies and protects his men, and he relishes using his enemies’ own power against them. He follows a lopsided code of honor, seeing he and his brothers as superior to all others. The military admires him for his skills in battle but also his compassion, sense of responsibility, and loyalty, qualities his Battle Magi strive to emulate. On the battlefield, he expresses his fiery personality through his Armor of Flame. During times of peace, his eyes still glow with fiery energy and he wears ceremonial armor decorated with beautiful engravings. „ Leizak D’zir sees himself as both a teacher and a student. He employs his photographic memory and analytical mind to unlock the mysteries of the Megaverse®. As the leader of the Brotherhood of Creation, Leizak shares his wisdom with his students while teaching inner peace, focus, and control. The students respect him, describing him as stern, fair, and loyal. His calm and reasonable aura aids the most stressful of situations. Deep within, though, resides a tumult of emotion with fits of melancholy and rage. His growing intolerance for those who murder and destroy for pleasure shames him. Leizak displays that intolerance most when one of his Magi dies or when he sees others abuse and torment women and children. PLANS OF THE LORDS As they journeyed through the Megaverse®, the Lords of Magic found Rifts Earth offered a realm and people with much potential. They wish to guide all sentient life, to help build civilizations, promote peace, and inspire a haven for magic. No matter the sacrifices—to themselves and others—they intend to do just that. Their pedagogical instinct to help all life evolve and grow strong hides more questionable goals. All three see Michael Logan (Order #41085069)


98 themselves as a higher lifeform, so they believe they alone can properly lead mankind. After the events at Chi-Town, they planned to take leadership of the Federation of Magic. When that did not happen, they felt discouraged. Again, after the fall of Tolkeen, they hoped for the same. The large number of refugees seemed encouraging, but instead only fueled Lord Dunscon’s plans. These events may be the root of The Three’s hesitation toward direct conflict. They have not tried and do not intend to overthrow Alistair Dunscon, even though Coran D’zir advocates for Alistair’s death. Likewise, they have no plans to take on the Coalition States but instead prepare for a war brought about by Dunscon’s visions of power and revenge. They continue to stockpile supplies, improve their defenses, and build stronger Automatons. The Lords of Magic protect their home and their people to the very last. First among their defenses, the Automatons combat the enemies of the city. Uniting their magic with TechnoWizardry, The Three created golems composed of the toughest materials and ready for battle, but the connection goes far beyond that. The Lords of Magic infuse the Automatons with their very essence— their magic brings the Automatons to life and helps bond Controller to Automaton. Forces of Dweomer This picturesque city exists and thrives due to the lines of defense that surround it. A massive wall of white stone 60 feet thick and 200 feet high acts as the primary protection. Three buttresses— measurably thicker than other sections— support the wall, much like the Lords of Magic support the city. Every 200 feet, towers rise-up another 100 –200 feet. These towers provide safety for the city’s watch, but they also provide military housing and accommodate the city’s academies. Outside these walls, the magically-constructed Automatons guard the city from any threat, ensuring Coalition State patrols and Skelebots do not survive approaching too close. Beyond the stalwart fortifications, the Lords of Magic added another magical line of defense. A combination of illusions and teleportation traps make Dweomer hard to find. The Three on their own could empower the illusions, but loyal Magi help as well. Most people looking for Dweomer City simply never find it. Citizens of the city escort those invited in and a magical compulsion lures others who find it by accident. The Battle Magi brought up the Armor of Ithan spell so fast I thought he had to have screwed up the incantation—but he hadn't—and then conjured a fire bolt so accurate it hit the Dead Boy's helmet square in the eye socket! —Halima Cortez, City Rat Michael Logan (Order #41085069)


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