Tell me your fable A fable, a fable A fable that will never end And now, I dream Fable-Robert Miles Thank you I want to thank those who have played in this setting for over three years now. If it were not for you not just playtesting but giving me invaluable feedback this would still not be finished. But I want to thank you mostly for wanting to spend your valuable time playing the game with me. Though many of you I don’t know your actual name and might not have seen your face, spending time and talking to you over the years has me knowing you has been all the world. At the time of writing this preface, I’m fifty-four years old. I am in many ways no longer the kid that learned about the game of Dungeons and Dragons from a group of High Schoolers that lived on my Aunt’s street. Nowadays I think of my life in decades in a very sweeping way with only flashes of particular memories that occasionally come back to me. Flashback, 1977 Gary, a boy that lived next to my aunt’s house, told me about a group of High School kids that played a game called Dungeons and Dragons. When we arrived, the game was already underway and I cannot remember if we played or just sat in. The group came across a succubus that proceeded to kill the party. I was hooked. The rules set was the “0 Edition” but the AD&D Monster Manual was used. Flashback, 1978 I remember the event very well. My mother, her friend Carol and I on what seemed to take forever trip to The Boardwalk Hobby Store in Cincinnati, Ohio. On the way Carol asked my mom, “What is this you’re getting him? “ My mother answered “ Some book called Dungeons and Dragons. He doesn’t stop asking for it.” Now my Mother, Carol and Boardwalk are no longer here, being faded, precious memories. During those decades I grew up a fat, gay, introverted child. One of the corner stones that help me survive was Dungeons and Dragons and the people I had to play it with. Evermore It is hard to pinpoint what I had in mind when I started detailing Evermore, but I know what I put down on paper for the first time. It was a very crudely drawn map. This was sometime around 2008. Remember, not dates, but decades. This setting is based on my wide consumption of books, movies and TV. And while you can say “Oh you got that from that movie or tv show”, it is definitely my own take on those things. The Last Days of Atlantis is a spin on all of what is the decades of my life, both real and imagined. It is reactionary to the “Clone Wars” that is going on right now in the OSR and the stranglehold of 5th Editon while also embracing all those things. Please let me know what you think of it and what, if any impressions it has had on you. Brian Scott August 15, 2022 The races presented here follow the rules of the OSE book but it will be very apparent that many found in OSE have been condensed for instance the Blooded which takes the place of the half elf, Dragonborn, Tiefling and other such races in OSE. It is up to the GM and Players to decide what races to include, but the ”official” setting has the ones here. Look at the Class section on how to deal with odd Race/Class combinations as this books has no limits on how far a race can advance in a class nor in their choice of a class. Blooded Deviant Evolved Ape Human Manikin Metamorph Trickster Shroom Sidhe Dragonborn Requirements: Minimum INT 9 Ability modifiers: +1 DEX , –1 WIS, Languages: Common Trade, Language of supernatural ancestor. Blooded are those born of the union of humans and a supernatural being. Blooded look mostly human with only small vestiges of their supernatural ancestor. Even so, they clearly are not human. Depending on the circumstance of their birth, reaction to Blooded can be mixed. Some are ridiculed or scorn by the society they are born into, while others are revered or even worshiped, the society seeing the birth as divine. Blooded are a mixed bag when it comes to worship, some are devout cultist while others hate the gods and some take on the mantle themselves forming cults of personality. Birthright Depending on the supernatural ancestor, the blooded has a special ability connected to it. Changeling Ancestor: Fae of all types esp. Sidhe. Birthright: Fae Enchanter Changelings can charm as if casting Charm Person, once a day. They also have the same sight of Eyes of the Nightjar as Sidhe. Ancestor: Dragons of all types. Birthright: Dragon’s Breath Once a day the dragonborn can use the dragon’s breath weapon of their ancestor. The damage taken is equal to half of the dragonborn’s current hit points rounded up. A save versus breath is allowed for half damage. Elemental Kin Ancestor: Elemental barons, Jinn etc. Birthright: Elemental Mastery Air: Do not need to breath. Earth: Are not slowed down by difficult terrain. Fire: Take half damage from fire and are never scarred by it. Water: Can breathe underwater and can swim their land speed. Gargantuan Ancestor: Giants of all types. Birthright: Large Hands A gargantuan can wield any twohanded melee weapon, such as a battle axe, with only one hand. Nephilim Ancestor: Angels, Celestials, Demons, Devils Birthright: Heart of Light / Darkness The Nephilim can cast Light /Darkness once a day. Infravision Blooded have infravision to 60’ (see Darkness under Hazards and Challenges in Old-School Essentials). Two Spirit For all effects related to race(for instance a dragonborn being affected by a sword that magically fights dragons or a door that will only open for fae opening for a Changeling) blooded are considered to be human AND their supernatural ancestor. Requirements: None Ability Modifiers: None Hit Dice: 1d6 Armor: Leather, shields Languages: Common Trade Upon the very day of their arrival the True Atlanteans took to experimenting on the life they found on Evermore. One of the horrifying results were the Deviants, beings that shore the genomes of many species in the same body. Deviants are often shunned by other species and until recently could only be found on a lone Island found in the Sunkissed ocean until a group of adventurers killed the Atlantean that oversaw them. Genetic Deviations A Deviant has two deviations selected either randomly or if the GM allows it, by choice. Duplicate deviations are to be rerolled. If the deviant gains two attack deviations, they may both be used each round 1 Beast ears 3-in-6 chance to hear noises. 2 Beast eyes Infravision to 60'. 3 Clawed hand Unarmed attack for 1d4 damage 4 Gills Breathe underwater and swim at movement speed. 5 Pincer Unarmed attack for 1d4 damage. The pincer locks on to the victim, causing 1d3 damage per round (save versus paralysis to escape). 6 Scales +1 bonus to Armor Class. 7 Spring legs Jump up to 30’ forwards and gain +1 to attack. If wielding an impaling weapon (e.g. spear), this counts as a charge and inflicts double damage on a successful hit. 8 Sticky tongue Grab an object up to 15' away and pull it to the mouth. Can be used as a melee attack: bite inflicts 1d3 damage 9 Two Headed The Deviant has two sets of Intelligence and Wisdom Scores and possibly two alignments. +4 save on mind affecting spells and affects. 10 Covered in eyes Never surprised unless not able to see. 11-12 Arboreal Swing from tree to tree at half movement. 13 Play Dead Like a possum, the deviant can appear completely dead giving no indicator of a heartbeat or breath 14 Mimicry A Deviant can mimic the sound of any monster or animal, including the voices of people they have heard before 15 Glider Like a Sugar Glider, the deviant has folds of skin starting from the hands and going down toward the ankles. This is not flying and the deviant must be able to have room to maneuver through the air. Landing can sometimes be difficult 16 Wall Climbing Must have both hands and feet on the surface and cannot be wearing gloves or shoes. 17 Spray blood Once every two turns the deviant can spray blood into the eyes(save vs poison to avoid) to blind the opponent for 1d4 turns. Only effective on creatures with eyes. 18 Shed Skin When the deviant takes massive damage on the surface of their skin, or in order to get out of bindings, the deviant can completely shed its skin. This takes 2 rounds to do and can only be done once a day. 19 Shell A large shell covers the back. The Deviant gains a base AC of 12. Armor can be worn but must be specially made at a great cost. Also, the shell is heavy and causes movement to be reduced by 10’ 20 Roll for a third deviation. Shared Genomes For purposes of race as it relates to using magical items including True Atlantean devices, Deviants can use all such items. Requirement : None Ability Modifiers: Check Types below Languages: Common Trade The Island known only as Ape Island is home to a group of Great Apes that were experimented on by the True Atlanteans centuries ago. These apes have evolved human level intelligence and have a more land locked human body types rarely climbing trees and other such heights. While they were evolved with greater intelligence, the humans of the island were de-evolved with animal intelligence. This resulted in the apes hating humans, seeing them as animals. Evolved Apes that have left the island understand the reality but still might harbor feelings of superiority towards humans. There are four great apes that were evolved by the True Atlanteans. They include: Bonobo Ability Modifiers: +1 CHA The Bonobo are social, highly sexualized simians, most being completely bisexual. Their typical classes include Bard and Thief. Chimpanzee Ability Modifiers: +1 INT Chimpanzee are the scholars of the evolved apes. Typical classes include Magic-User. Gorilla Ability Modifiers: +1 STR, -1 INT Gorillas are the warriors of the evolved apes, most being of the Fighter or Barbarian classes. Orangutan Ability Modifiers: +1 WIS The philosophers of the evolved apes, Orangutans tend to take up the Cleric and Dream Sovereign classes. Bite Evolved Apes have large fangs that they can bite with for 1d4 points of damage. Requirement : None Ability Modifiers: +1 CON &CHA Languages: Common Trade , Any other one of the player’s choice. Most of the humans of Evermore are natives of Earth who were taken from the timeline by the Archmage Zoso. Even so, there are humans that come from many other planes of existence. Though most humans have no idea of their origins, Evermore itself was imprinted from The Creator’s mind giving humans a greater fit into Evermore itself. It is for this reason that humans are the most land than any other sentient being on Evermore. Decisiveness When an initiative roll is tied, humans act first, as if they had won initiative. If using the optional rule for individual initiative (see Combat, p222), humans get a bonus of +1 to initiative rolls Human Toughness When rolling hit points (including at 1st level), the player of a human PC may roll twice and take the best result. Leadership All of a human’s retainers and mercenaries gain a +1 bonus to loyalty and morale. In the Image of the Creator Humans(and only humans) can take the Multiclass option of page 15 of the Player’s Tome. The only change is that Thief combos cannot wear armor greater than leather. Requirement : Minimum CON 9 Ability Modifiers: +1 INT, -1 WIS Languages: Common Trade , Any other one known by its creator, enemy or used to fulfill purpose. Manikins are Living constructs. That may or may not remember their creation. Manikins can come from a wide range of origins. They were created for a special purpose, though most pc manikins have set out adventuring to find more out of life. They tend toward the Neutral alignment as they are somewhat detached from humanity though most seek to learn from it. There are though very virtuous and very evil individuals. The Scarecrow that spontaneously came to life to escape torture from the crows that perched on it all day, the clockwork person created by the Tinker to help around the house and the ventriloquist dummy that was brought to life by dark magic, The True Atlantean Warbot recently awaken, are all examples of manikins. Living Construct Though manikins were created and not born, they are sentient, autonomous beings. • They are subject to magic like all living beings are, including things like Sleep and Raise Dead. • They cannot eat or drink making consuming potions impossible. • Manikins do not breath and never need to take rest unless a spell or similar magic makes them. • Mankins regain hit points at the same rate as other classes but gain them back by being repaired (or by magic).All manikins know how to repair themselves if they are conscious. • They are immune to all natural diseases and illnesses but not any of a supernatural one. Animals and their venoms found in the real world are natural sources while anything not found in the real world is magical. Electric Sheep Manikins do not sleep per say but go inert for a period of four hours. This is similar to being asleep in that like a person, they can be “awaken” by outside interference. Like sleeping organisms, they don’t know what goes on around them while in this state. While NPC manikins cannot dream, PC ones do, having progressed from their original creation. Structural Integrity All manikins have a Strong and a weak spot in their construction. For example a scarecrow might take half damage from the blunt damage of a mace, but double damage from fire. Talk with the Game Master to determine the character’s Strong and Weak spots. Requirements: Minimum INT 9 Ability Modifiers: -1 CON, +1 CHA Languages: Common Trade, True Atlantean and one other of the player’s choice. Sometime in the distant past the True Atlanteans mated with the human slaves they subjugated and produced offspring. Over time they have become a true race, though one that hides from the fear they inspire. The vast majority of metamorphs wish to be left alone and to live their lives. Even so, the rare individuals who wish to bring chaos into the world gives the race an undeserved reputation. In their natural form they look like a cross between a human and True Atlantean. They usually stand no more than five feet tall and are slender. They are hairless and their skin is translucent white. The eyes are human but are very large and are wide open at all times. Shapechange • A metamorph can alter their form to exactly mimic another person. • This requires 1 round of visual contact with the target. • The target does not have to be alive to be mimicked, but to have the speech down the metamorph must have heard at least a sentence from the target before they die. • Once they have taken a particular form, they are able to take that form as often as they want. • Metamorphs can remain in a new form for up to one hour per level. The metamorph retains its own intelligence, hit points, saving throws, and attack probabilities. • They revert to their true form when they die, but not when asleep or unconscious. • Neither Physical capabilities of the new form (e.g. strength, physical attack forms, modes of movement) Non-physical special abilities (e.g. immunities, breath weapons, spell casting) are not acquired. Items visibly worn or carried by the victim are copied. Copied items do not possess any magical properties of the original and vanish if dropped. Telepathy Like their forebearers the True Atlanteans, metamorphs can communicate telepathically. This form of communication is effective with any sentient creature within 120’ and allows the mycelian to converse in any language they know. Requirements Minimum DEX 9 Ability Modifiers +1 DEX, -1 WIS Languages: Common Trade, Animal Species Tricksters are intelligent animals that can take on human form. They are the children of the Trickster god Eshu but are not divine themselves (though some of them through trickery gain followers) and can die like any other living being (though they are known to cheat death from time to time). While the Eshu itself does not have a permanent animal form, its children are regulated to one form. Animal forms must be either avian or some land animal. Typical animal forms associated with Tricksters include Cat, Coyote, Dog, Fox, Hare, Raccoon, Raven and Wolf. Tricksters reproduce by unions with humans or animals of their type. They cannot reproduce with each other. Animal Form In this form the Trickster uses all of the stats of the animal of its type, but keeps the Intelligence, Wisdom and Charisma of the character. It cannot talk in this form but can try to convey information through pantomime or other such ways. It’s hit points are that of the character’s. In either form hit points and hit points loss carry over. Items the trickster is carrying at the time melds into the form and cannot be used in anyway including magical items. Changing forms takes one round. When sleeping, unconscious or dead or when coming back from the dead, the Trickster reverts to animal form. They can change into their animal form as many times a day as they like, since it’s their natural form. Human Form In the human form Tricksters can use all class functions. Changing into this form is not automatic for tricksters though. They must roll each time they want to do so, doing so on a 4in6. Illiterate No matter how smart they might be, Tricksters cannot read or write. This is even true if magically given the ability to do so. Life Death The Gods will not intervene with the lives of Eshu’s children (Raise dead does not work on Tricksters), but Tricksters can cheat death itself, This works as the Cleric spell Raise Dead except there is no need for a sacrifice and he comes back one round later. A Trickster can come back 9 times. A trickster cannot use Life Death if killed by any of the following methods: the hands of a person of Lawful alignment, the hands of another trickster or by the hands of a divine being. There is one other catch to this and that is they never come back exactly the same. Roll on the table below to gain the result. Life Death works in both animal and human forms. D6 Roll Results 1 The Trickster comes back as a first level character. If already 1st level, roll again. 2 The Trickster comes back as the opposite sex or having both sexes or no sex traits at all. Roll randomly. 3 The Trickster comes back as another alignment. Roll randomly 4 The trickster comes back with some form of insanity. 5 The trickster comes back as a different type of animal. 6 The Trickster loses two, not one use of this ability Rest and Sustenance Requirements: Minimum CON 9 Ability modifiers: –1 DEX, +1 WIS Languages: Common Trade, Deepcommon Far into the boundaries of Alfheim, live a race of beings called Shrooms. The Shrooms have traveled far from that magical land and now live throughout the deep caverns in the Underworld. Shrooms are intelligent mushroom people. They look like large mushrooms with arms, rudimentary legs and beady eyes set in the gills of the mushroom head. Fungal Spores From 3rd level, a shroom may emit a spray of spores at a single target within 20' once per day. The target must save versus poison or become completely passive for 1 round per level of the shroom, unable to act or move. Infravision Shrooms have infravision to 60’ (see Darkness under Hazards and Challenges in Old-School Essentials). Light Sensitivity When in bright light (daylight, continual light), shrooms suffer a –2 penalty to attack rolls and a –1 penalty to AC. Shrooms do not eat in the normal sense. Instead, they require a sleep of 8 hours each day spent in contact with moist earth. The Shroom loses 1 hit point per day until it is again able to spend 8 hours in contact with moist earth. Telepathic Communication Shrooms are mouthless and unable to speak, communicating entirely telepathically. This form of communication is effective with any sentient creature within 120’ and allows the mycelian to converse in any language they know Minimum Requirement : CHR 9 Ability Modifiers: -1 CON, +1 CHA Languages: Common Trade, Sylvan The sidhe were created at the dawn of time, when Elfland itself came about. There are no sidhe children, instead they are created during great cosmic events and dreams. Being the embodiment of nobility, sidhe have aloft dispositions. There is an air of sadness that seems to hang about them. They appear as tall, slender, perfectly formed humans with heads of full bodied hair of offset colors and intense blue, purple or grey eyes with very large pupils. Their ears are long, pointed and tapered at the end. Eyes of the Nightjar Sidhe have a 4-in-6 chance of noticing passages to Alfheim. Furthermore, their eyes perceive night as if it were day and even the darkest dungeon as if they were seeing it by moonlight. Eyes of the Night Jar does not work in magical darkness. Immortal Sidhe can be killed but do not die naturally. They are immune to the mundane illnesses of mortal-kind (but not poisons). They are affected normally by diseases of magical origin (e.g. cause disease, lycanthropy, the touch of a mummy). Sidhe also cannot die of thirst or starvation, though a lack of sustenance drives them insane and Unearthly Beauty Sidhe—both benevolent and wicked—are beautiful, by mortal standards. For Charisma tests based purely on physical attractiveness, a sidhe is always treated as having a Charisma score of at least 16. The first two classes presented here, The Dream Sovereign and Shadow Apostate, are particular for Evermore. This book presents no level or racial limits on Race / Class combos. Reskinning Race/Class But some of these combo might not make sense. What of a Manikin/Cleric? Certainly the Tin Man looking for a heart through devotion to god would work. But what about another concept, a concept I call Reskinning. Reskinning a class or even a race without changing them much might be the answer. Taking the same Manikin/Cleric combo, lets say the manikin is a Medic Bot. The spells are all explained away in scientific terms. Healing spells is a limited use a day Cellular Healing ray. Turn undead is a special Air Spray that repeals them etc. Minimum Requirement : None Prime requisite: WIS Hit Dice: D4 Maximum level: 14 Armor: None Weapons: Dagger, Staff Languages: Common Trade and Waking Dream one other of player’s choice. Lucid Dreaming When the Creator enacted the Grand Rite of Genisis, he did so adjacent to the Dreaming. This caused the creation of Evermore to be subjected to leakage from the Dreaming to the Waken world from time to time. Is it no wonder then that a line of individuals have taken up the mantle of Dream Sovereign? One does not study to become a Sovereign, one is born with the ability, though it may take many years before the ability to live in both the Dream and Waken world to manifest. The most powerful of Sovereigns become members of the Parliament of Dreams. Others live lives of Contemplatives and others Run Dream Circles. While anyone can dream lucidly, only a Dream Sovereign is the ultimate controller of dreams. A person who is not a Dream Sovereign can only do the following things in their own dreams and not others. Furthermore they can only do so on a roll of 1in6. Use a lucid dreaming roll to: • Know you’re dreaming and in whose dreamscape you’re in. • Being able to change small aspects of the dream. Instead of holding a sword, your opponent is now holding a chicken. • Being able to enter and exit a dreamscape. • Finding your way through the Dreaming and Dream Lands. • Wake up from a dream and continue a dream when you go back to sleep The Importance of Masks Every Sovereign has a Dream Mask that they have made themselves from the stuff of dreams. This mask reflects the Sovereign in some important way. When and where a Sovereign wears his mask varies, but all wear them during Dream Parliament sessions. The Sovereign’s senses extends not only in the Waken world but also to those Dreamfolk that venture into the Waken World. He is able to converse with and even touch Dreamfolk Level 1-5 6-10 11-14 Dice roll 2in6 4in6 5in6 Gates of Horn and Ivory The Sovereign can enter the Dreaming by two ways, The Gate of Ivory, done so by going to sleep and dreaming, just as everyone else does. The second way is through the Gate of Horn, where the Sovereign rolls a Lucid Dreaming Roll and opens a gateway to the Dreaming and physically enter it. Dream Sovereign Progression 1 2 3 4 5 6 7 8 9 10 11 12 13 14 EXP 0 2,500 5,000 10,000 20,000 40,000 80,000 150,000 300,000 450,000 600,000 750,000 900,000 1,050,000 HD 1d4 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4 +1* +2* +3* +4* +5 THACO 19 [0] 19[0] 19[0] 19[0] 19[0] 17 [+2] 17 [+2] 17 [+2] 17 [+2] 17 [+2] 14 [+5] 14 [+5] 14 [+5] 14 [+5] Phantasms Table 1 2 3 4 5 6 1 1 2 2 3 2 1 4 2 2 5 2 2 1 6 2 2 2 7 3 2 2 1 8 3 3 2 2 9 3 3 3 2 1 10 3 3 3 3 2 11 4 3 3 3 2 1 12 4 4 3 3 3 2 13 4 4 4 3 3 3 14 4 4 4 4 3 3 Dream Sovereign Saving Throw D W P B S 1 13 14 13 16 15 2 13 14 13 16 15 3 13 14 13 16 15 4 13 14 13 16 15 5 13 14 13 16 15 6 11 12 11 14 12 7 11 12 11 14 12 8 11 12 11 14 12 9 11 12 11 14 12 10 11 12 11 14 12 11 8 9 8 11 8 12 8 9 8 11 8 13 8 9 8 11 8 14 8 9 8 11 8 D: Death W: Wands P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves The Gods Of Evermore