The Atlanteans are a genetic offshoot of mainstream Homo sapiens called Homo Mermanus. The name "Atlantean" is derived from the ancient civilization of Atlantis, which sank after a final failed assault by the Lizardmen. In order to save their human allies the Harmonic bestowed various bodily attributes on them enabling them to live indefinitely beneath the sea.

Species Name: Atlantean

Type: Humanoid

Physical Traits: Gills, blue skin, webbed hands and feet. Atlanteans possess twin gills located on their necks near the clavicle bone, which enable them to extract oxygen from the water. They possess physiologies far stronger and more durable than their surface counterparts, which enable them to withstand the vast water pressure at the ocean's bottom as well as the pressure changes encountered travelling from one depth to another. Compared to the average air-breather, the average Atlantean is about ten times stronger. The average Atlantean can swim at a maximum speed of 48 kilometres per hour. Atlanteans are warm-blooded, and their blood circulation is superior to that of land-dwellers, enabling them to withstand the near-freezing temperatures of the ocean depths with minimal discomfort. Atlanteans have specially-adapted eyes possessing vision more sensitive to the green portion of the spectrum. This enables them to see more acutely in the dimly lit ocean depths. Atlanteans need water in order to breath, and will suffocate in open air in about five minutes. Atlantean skin tends to be light blue in colour, although certain individuals are darker. Atlanteans possess residual body hair primarily on their heads, a holdover from their surface-dwelling ancestry.

Height: 6 ft

Weight: 180 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal. Atlanteans communicate by means of a limited range of high-pitched vocal sounds and elaborate signing gestures. A more varied spoken language is not possible due to the inherent limitations of sound transmission through water. On land though they can talk as normally as anyone else.

Reproduction: Sexual. Despite their various marine characteristics, Atlanteans are mammals: they bear their young live and care for them during infancy. Although rare, it is possible for an Atlantean and an air breather to mate. The physical characteristics such an offspring will inherit are subject to genetic chance.

Attributes on land -
INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: CON +D20

Attributes underwater -
INT: 3D6, WIS: 3D6, STR: 5D6, DEX: 4D6, CON: 5D6, CHA: 3D6, MR: 12D6 (swim), HPs: CON +4D20

Orbit/Climate: See Earth

Feeding Habits: Omnivore. Atlanteans subsist on raw fish and seaweed. They are largely a hunter/gatherer society, who have made successful attempts to farm seaweed. In the Atlantean capital, society is stratified so that there is a special guild of hunters and gatherers who provide food for the entire population.

Lifespan: 150 years

Technology: 7

Culture: Standard. Diversified mix of kind and evil people. The religion of most tribal Atlanteans is pantheistic nature-worship. The state religion of monarchistic Atlantis revere the Greek god of the sea Neptune, who once lived among the Atlanteans two millennia ago. The Atlantean Empire in many ways resemble the ancient Roman Empire at its zenith.

Government: Military Council. The Atlantean government has traditionally been military, with a Council of Elders, who serve as the judiciary and legislative branch of government. Atlantis has a standing militia who perform police functions in times of peace. Although the monarchy of Atlantis claims all Homo Merrmani dwelling in the Atlantic Ocean as its subjects, in actuality the monarchy neither provides services or protection nor demands tribute or recognition from those who live beyond one day's swim from the capital city. Most Homo Mermani continue to live tribally. 

Population: 7,000,000


Creating an Atlantean character

Step 1: Attributes
Roll attributes as normal but be aware that the physical attributes increase when underwater while CON is -D6 when on land.

Hit points = CON +20, +20 per level.

Step 2: Skills

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

Step 3: Abilities

All Atlanteans gain all the following free;

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

Depth Resistance - Atlanteans resist the effects of high water pressure, up to 100 metres per CON underwater, without worry of such ailments as burst eardrums, damage to blood vessels, and the bends.

Additionally Atlanteans start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Atlanteans can establish telepathic communication with any normal or giant sea animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Atlantean can blend into and render himself nearly invisible in any undersea terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies.

He may also move with a minimum of sound, almost as if he's gliding through the water.

Nature Heal 5 Whenever in salt water the Atlantean can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to extensive experience and training underwater Atlanteans gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may either take an additional +1.
Reduced Sleep 10 The Elf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 The Elf gains +1 per 5 INT to detect a hidden object, door, person, etc.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any, Blade Dancer is the only exclusive Elf class.


Heroes Earth
In 2,500,000 BC the crew of the 'Visitor' arrived via a chronal wormhole. The Visitor's crew were continuously attacked by the Celestial Alliance over a period of months. Though ultimately victorious they are forced to crash on Earth in the Paleolithic continent, its leaking engines mutate the ecology. The surviving crew members resigned themselves to settling on this new world and eventually became known as Elves. In 100,000 BC they stumbled on to the Harmonic city of Atlantis and were welcomed with open arms. By 90,000 BC Atlantean Elven experiments with insects and animals led to the creation of the Felinar and Mantis races. In 70,000 BC a final invasion of Atlantis by the Lizard Men although unsuccessful ultimately led to it sinking into the ocean. A number of surviving Atlantean Elves who had been trapped on the outside relocated to northern Europe but in light of the rapidly approaching ice age these Elves found their new homeland harsh and severe, and had to revert to barbarism in order to survive. 1351 AD was the last time any of the Elven races were seen. But they did not die out.

Post Holocaust Era:

In 1351 AD after suffering thousands of losses due to the Infernal created Black Death the various Elven families united to go into hiding in the other dimensional Florascape.