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THE WORLD, THE WORLD’S GHOST, AND HOW THEY MIGHT HAVE COME TO THEIR PRESENT STATES

This chapter presents a general thematic intro, then a brief summary of everything you need to know about this setting, followed finally by a short history of the world.

Why post-apocalyptic?  Because I think shit would come back.  Civilization.  Trains.  Guns.  Socialism.  The same questions, with a new foodbase and some psionic talents…  Would it be “better,” or “worse?”  I’m not sure I’m interested in those questions right now.  Instead, I’m interested in blending the best of three of my favorite d20 jams:

  • Dark Sun—ruined earth, psionics, bug-men, a hard, sandy world… [which some people are still playing! that’s amazing—and I’m not surprised they’re facing frequent PC-death…]
  • Eberron—steampunk, political intrigue, ruined empires vying again, exploration…
  • Call of Cthulhu—massive unknowns, dark secrets, a history so long you wouldn’t belive it…

And I think I’ve done it.  Read on and let me know.

Brief Summary of EVERYTHING

Of Sentient Species, Classes, Hell Science, And Political Adventure

Species

Usually your options are some stupid shit like “elf” and “dwarf”—you know the story.  My options are slightly different…

HOMINIDS

  • Humans – the most basic species; no ability score modifications; average size; can be any class; can do anything they set their minds to, like elect a black president or go to the fucking moon!  Wooo us!  Humans comprise most all psions.
  • Unhumans – “orcs,” sort of.  So, at some point humans gen-engineered a species of four-armed, seven-foot-tall superhumans now called the “unhumans” (Tanaruk, in their own common dialect), and of course humans and unhumans have now been engaged in an epic, centuries-long fight for the main continent left on earth (called Pala).  Unhumans were losing badly for a while, but are now ascendant, having conquered most of the continent and reorganized it into a fairly humane soviet-esque Federation of Unhuman Kingdoms (FUK) led by a shadowy elected council of nine unhuman generals called the Heresiarchs.  Unhumans are super-strong and smart but live short, mutant lives due to their unstable genome.  Unhumans have very rudimentary psi powers.  +2 STR, -2 CHA.
  • Gmothi –hobbit/halfling-esque “original” survivor humans who dwell in the waste.  Pacific until provoked, anarchic, intelligent, tiny, and paranoid, the savage gmothi (pronounced “em MOE thee”) hate the unhumans and all psionicists with a passion.  They tend to hoarde ancient technology (called archaetech), including sweet ray guns.  Gmothi cannot used psi powers.  +2 DEX, -2 STR.
  • Greens – mutant photosynthetic part-fungal “elves” from the Chasm, the Australia-sized chasm in Pala created during the first Unhuman War, during which a chunk of earth was exploded out into a second, tiny moon (Tsune).  Greens don’t eat and can survive even in the fungal wastes, as long as they have a little water.  They don’t understand things like society, rules, history, and money.  They are childlike and, well, plantlike.  They, like humans, can be psions.  +2 DEX, +1 CHA, -2 CON, -1 INT.
  • Quan – gilled aquatic humans who sometimes create rebreathers and explore the land.  They once had an Atlantean super-civilization of plastic spiral cities under the waves, but they fucked that shit up and are now savage barbarians.  Quan, like unhumans, have limited psi powers.  +2 DEX, +1 CON, -1 STR, -1 INT, -1 CHA.

OCTOPODS

  • Ammon – evil ultra-intelligent octopus-men who sometimes explore the land (for devious purposes?).  You can play an ammon, but you must wear a funny steampunk “land-diving” suit and think of the fact that you can change shape and color with your mind.  Totally sweet.  Solitary and short-lived beings, the ammon have engineered an “ultragene” stew that they may drink to re-grow their telomeres and live longer; traveling on land presents a serious risk to making/storing sufficient ultragene.  Ammon are not psionic (yet).  +3 DEX, +4 INT, -1 STR, -2 CON, -4 CHA.

SQUAMIDS

  • Varanids – monitor-lizard men.  Varanids are very “human” in their social organization, but they dwell only in the northern swamps and have few technical advantages over human/unhumankind.  They have a lose treaty with the northern human federation.  Can be psions.  +1 DEX, +1 STR, -1 WIS, -1 CHA.
  • Scincids –Skink-men.  Short and practical, they have perfect aim.  The “gnomes”/”dwarves” of the world.  They are the least “civilized” (along with greens) of all the sentient peoples.  Limited psi.  +2 DEX, +1 CON, +1 WIS, -2 INT.

INSECTIDS

  • Mantids – the praying-mantis persons from the far West.  Essentially titanic mantises, somewhat “human” in thought and curiosity.  They have the most developed culture on the planet but are only now exploring Pala.  Can be psions.  +4 DEX, -1 CON, -2 WIS.
  • Formori – ant-persons from the dry south of the far West.  Robotic and servile to the Empire (their omni-hive), they are also incredibly strong and tough.  Theoretically, a rouge formori diplomat (or spy…?) could show up in Pala as a character.  Limited psi.  +3 STR, +1 CON, +2 WIS, -4 INT, -2 CHA.

ARTIFICIALLY SENTIENT BIONTS (ARTISENS)

  • Hannahs – clockwork female assassins with no history or morals.  They all eventually go crazy…  Limited psi.  +2 DEX, +2 INT, -1 STR, -1 WIS, -2 CHA.
  • Freemasks – post-future male servitors of an alien race, turned free, no history, strong morals.  Limited psi.  +2 CHA.
  • Horseheaded Men (Gytrash) – men with horse’s heads who live hundreds of years.  They were created artificially long ago by an unknown psi-emperor for an unknown purpose.  Limited psi.  +1 STR, +1 DEX, +1 CON, +1 WIS, -2 CHA.

Class

Usually, your options are things like “wizard” and “paladin.”  Hmm.  In my world, the classes are:

BAD ASSES (warriors)

  • Barbarians – d12 hp/lvl.  Special ability to Rage and gain bonuses in battle (but lose some control overall) a few times per day.
  • Fighters – d10 hp/lvl.  No special powers—just more regular powers (called Feats) such as Dodge, Precise Shot, Weapon Focus, etc.  Thus fighters can do the most melee damage of any class.
  • Rangers – d8 hp/lvl.  Great with ranged weapons.  Great with animals.  The choice of snipers and hippies.

BAD ASSES FROM HELL (psionic warriors)

  • Black Legionaries – d8 hp/lvl.  Psi special forces.  Gains some very useful psi powers each level, but fills overall a fighter-type role.
  • Malmains (AKA devileers, soulknifes) – d10 hp/lvl.  Uses a blade made of pure mental focus.  Essentially a specialized type of fighter who can never lose his sword.

HELL SCIENTISTS (psions)

  • Hell Scientists – d4 hp/lvl.  My world’s version of the wizard.  You went to psi college and got special horrible mind-fuck training and can warp heads.  Very specialized but has a ton of psi.
  • Snakeheads (AKA wilders) – d6 hp/lvl.  You made up your own school, you Bennington-type, you!  Still a powerful psion, with a wide range of powers to learn/improve, but much less power (psi points) than a true hell scientist.
  • Spiral Shamans – d4 hp/lvl.  You use the life force (psi) of inanimate objects, plants, rats, nearby schoolkids, etc., to power your psi effects.  You are essentially a psychic vampire and generally lie about what you do.  Huge range of powers, but, as with a snakehead, less focus/less overall psi.  The thing is, unlike all the other psions, you don’t rely on yourself, but on what’s around you:  In a crowd, you are very, very powerful.  In the desert, you have less to fall back upon.
  • Blooders – d4 hp/lvl.  You aren’t a psion, per se, but a dude who drank “The Blood” (nanorobots suspended in blood).  You can stretch your body like the Indian dude in Street Fighter, and you can vomit up powerful corrosive nano-breath once in a while.  The Blood, however, is addictive—and hungry…  Very powerful, very, uh, risky occupation.  Sort of like if heroin addicts had super powers.
  • Tesseomancers – d4 hp/lvl.  Again, not a trained psion, but someone who found and bonded with an ancient, ancient Tessera (a cross-shaped rubick’s cube thing made of dull coppery post-metal—a quantum computer…).  The Tessera grants you powers—but it does so for its own purposes.  Like the blooder, the tesseomancer has great powers but takes great risks every time he uses them.

SCHOLARS (healers, teachers)

  • Doctors – d6 hp/lvl.  “Doctor” is the generic term for smart guy, teacher, professor, tinker, inventor, artificer, scientist, politico, etc.  You can heal people better than most, but you don’t have “powers,” just a fuck ton of Skills.  Almost all ammon (octo-dudes) are steampunk doctors.
  • Monks – d8 hp/lvl.  Fighting monk/martial artist.  You don’t use weapons, but you do fight super fast and well with your hands/feet/etc.  You are also better at healing than the average Joe.  A few ammon are “Steam Monks” and attack with eight tentacle-slaps.
  • Ecclesiarchs – d6 hp/lvl.  “Priest,” sans “spells.”  You can heal using biofocus (untrained psi energy, directed toward recuperation of the architecture supporting consciousness—the body), but you don’t really have powers per se.
  • Reverberators – d4 hp/lvl.  You use a very special crystal xylophone thing to heal other super efficiently.  Not even kidding.  Very cool crystopathic psi powers, but not very bad ass.

CRIMINALS (killers, carnies)

  • Assassins – d6 hp/lvl.  Ninja.  You can sneak and hide super well and have a tremendous backstab power, as well as poison knowledge.  You are not trained as a pickpocket, jack-of-all-trades, or stand-your-ground fighter, however.
  • Thieves (AKA rogues) – d6 hp/lvl.  A jack-of-all-trades and pickpocket, you have the most skills of any class.
  • Zanni (AKA bards) – d6 hp/lvl.  Literally “clown” or “trickster,” you are type of thief with limited psi powers called lazzi (“tricks”) that let you fool people/amuse them/make really dope music.  Not really a fighting kind of class, but, like the Reverberator, cool on its own terms.  You are most diplomatic class (along with doctor and ecclesiarch).

Regions

There are three continents, each more larger and more arid than the familiar seven.  In the West stand the colossal egg-cities of the insectids.  In savage and incredibly hot Latura, the original mysteries of man remain buried under sand and steel.  You begin in Pala, the largest and most lush of the continents.  Below are the major regions of Pala, from northwest to southeast.

  • The Carvolian Survivor States (CSS), or simply Carvolia – mostly human; capital Nicorinna; military stationed at Dravus – large population, most poor algae and fungus farmers; currently in a stalled civil war between the Loyal Dukes (the old Carvolians, in the north and east) and the Dravanian or New Dukes (the Dravanians, in the south and west)  – Once a great human empire across much of Pala (following the First Unhuman War and the decline of the Sasparadan Empire), this “nation” broke into infighting quickly and has never quite recovered.  Even at the dawn of the Second War, Carvolia was still the most advanced human nation (perhaps along with the Empire, but the Empire does not allow its citizens to enjoy much freedom, to travel, to invent, etc.).  The Second War, however, changed everything.  The unhumans of the south had been largely beholden to the Carvolians, who were then and still are a highly classist people, stratified into the mysterious “Heirs” of Carvolis (there are now eight bloodlines competing for Kingship, only seven of which have Dukedoms), then the military Dukes who actually run the nation, then the various lesser nobility (Counts and “new nobles” such as castellans who’ve bought their minor titles), then… every other human… then the unhumans.  The Second War truly caught the Carvolian military by surprise and resulted in a massive loss of territory and money.  Now Carvolia survives as a rump state in the northwest, where the Dravanian Dukes (who have slightly more money and soldiers) are always threatening to exterminate the “Loyal Dukes” of Carvolia proper, centered around the former capital, Hyden, in the east.  The average Carvolia farms jellies, kelp, and algae on the coast.  [Think Germany and France in the Dark Ages, but with steampunk technology and post-apocalyptic food.  And a railroad.]
  • Vennar (VA), or the Vennari Alliance – capital Caldena; mostly human – much smaller population but more urban and industrial than Carvolia; divided between the large nations Vennar and poorer Gilspar and the tiny breadbasket Nations of the March, Ripar and Rosavalee, both of whom seek independence from Vennar – Vennar is the richer younger brother of Carvolia (now), as well as the nation to have most benefited from the Second War.  Formerly a single coalition of artisan-rich city-states ruled by some elected and some dictatorial doges, Vennar annexed Gilspar before the Second War but then used that conflict to consolidate the merger severely, displacing many poor populations (switching up history).  Vennar–Gilspar also took over the Nations of the March, which are known to produce the best soldiers in Pala.  The Ripari “sharpers” (elite snipers), in particular, played a huge role in the Second War; one of them is thought to have assassinated Gazaar’ou, effectively ending the War.  Today, Vennar is cementing trade relations with Carvolia (its ally in war but rival in trade), the Federation and the Empire (which angers both sides), Arakha, and the barbarians of Fjatal.  All of these connections are loose and can change swiftly.  The major threats to Vennar’s future are internal:  What to do about those nasty Ripari and Rosvalois separatists?  (And what to do about the Gilspari populations overflowing the ghettoes of Vennar?)  [Think Italy in the early Renaissance, with ill Wild West guns.]
  • Arakha – capital Rah Sukut – mostly varanid, some scincids, a few humans – the marsh home of the varanids, organized into local councils that report to the distant coastal capital – Unified long ago, in Tephnian times, Arakha still played only a minor, hinterland role in politics until the Second War, when the varanids and Vennari fought the Federation in force, together… and the varanids and especially their scincid allies/refugees suffered brutally for it.  The unhumans nearly destroyed most of southern Arakha, which has led to speculation that the rich doges “sold out” the lizardmen in order to avoid the Federation marching on Vennar (the Federation did not, in fact, ever break the Ripari Line and cross into rich Vennar).  The Arakhans have their own complex system of governance based on astrology, scale-color, merit, and physical size.  They are increasingly sheltering scincids who venture south during the summer from their cool island to the north of Pala.  The Arakhans are also, it is said, paradoxically contemplating an alliance with the Federation, largely because the Federation has paid some reparations for the Second War, and Vennar has paid more (to help smooth trade with the Federation and Arakha simultaneously).  And, frankly, the varanids recognize that, with a strong national instinct, a highly trained military, and evolving psychic powers matched only by the greens and (of course) the humans, they can and perhaps should play a larger role in collective Palan life.
  • Fjatal (FJ) – no real capital; the gmothi “Marshal” or elected speaker for the various Fjatali tribes, meets various human and other delegations at the eastern camp called Madregha, where a more or less permanent population has grown up in the past century – human (western Fjatal, called Frunda) and gmothi (eastern Fjatal, divided into gmothi “kingdoms” or large tribal migration-zones) – Colder than most of Pala, Fjatal is largely “badlands,” meaning in the far future, very arid but not not sandy land.  Unlike most of the other regions, the population of Fjatal is not concentrated on the food-giving coasts, but inland, where strange roots, fungi, and titan amoebae are eaten by the humans and gmothi.  The Fjatali, divided into the “true” Fjatali (the gmothi tribes) and the Frundi (the human barbari tribes, ranging from semi-urban pastoralists and nomads to Stone Age savages who [sometimes badly] imitate the gmothi), are content to officially avoid conflicts with the other powers.  That said, they mostly fought against the FUK during the Second War, especially the gmothi.  There’s lots to explore in Fjatal:  The region is home to the huge Great Coastal Fungal Taiga, which, like the Chasm, is inhospitable to non-greens.  Fjatal is also the above-ground territory that was once the heartland of Tephnia…  Below the earth are untold treasures from the ancient past, and who-knows-what guarding them.
  • The Federation of Unhuman Kingdoms (FUK), or simply the Federation – capital Bankaran; largest cities the old (human) capital, Thasmud, and the mostly human and mostly lawless super-metropolis Caltaraan – half human, half unhuman, with many inhabitants of all species – Most of Pala is controlled directly or monetarily at this point by the Federation, which is organized on a socialist basis and run by a small, shadowy, supposedly elected council called the Heresiarchy.  However, it has been some time since a single Heresiarch has been seen in public.  (It has been decades, some say…)  The FUK is perhaps the most advanced nation in Pala [think England and colonial India under Victoria, but ruled by four-armed mutant orcs].  That said, the Federation is riven by so many strong and legitimate conflicts (human–unhuman, old unhumans–new and techy unhumans, coast–desert, pro-war–anti-war) that only her relative prosperity and fear of a Third War hold her together.  Geographically, the FUK is the most various of the regions (being the largest):  She includes (she is always a “she” to the unhumans) X principal sub-regions:
    • The Old Kingdoms – those inhabited by the unhumans since the First War, mostly hot, wet nightmare “jungles” of fern and fungus, inhabited also by huge saurian and insectid beasts, not to mention the invasions from the sea of the shark-men (sahaguin) and frog-demons (slaad).  The unhumans of these lands are untrusting of humans, whom they see as slaves and/or meat
    • The New Kingdoms – those rich temperate lands that comprised Carvolia for hundreds of years, until the Second War.  Densely populated by both humans and unhumans, these kingdoms’ names have changed, but much has stayed the same here, including language and racism
    • Asmaar (the Great Desert, see below—sparsely populated, mostly human, ruled by unhuman military satraps)
    • Various sparsely inhabited sub-sandy arid wastes, including the Wastes-In-Between (in between Carvolia and Vennar, inhabited by unhumans since the First War), as well as the Great Tephnian Annex (taken from Fjatal in the Second War)
    • Various rebel kingdoms, all former Empire holdings (the Tuurmarsh in eastern Saspara, the Dunjabi Tribelands and the tribal kingdom of Tehzar in the desert, and the islands of Senna and Lagadaster in the Imperial Sea)
  • Faldan, or the Faldan Alliance (FA) – capital gilded Kerai – mostly human; small population; divided between the three old nations of Faldan and the island of Ryland, which has a very different, more rural culture; played both sides in the Second War and is better off than the other human nations, but also cut off from them geographically and highly suspect, politically – The Faldani were once the “West Sasparadans,” but the Empire’s relationship with its western satellite have grown strained.  Faldan is seeking to establish trading routes in the south equivalent to Vennar’s in the north but has had little luck trading with the wild unhumans of the southern Federation.  Quan and ammon here are more common than elsewhere in Pala, and many Faldani like the idea of expanding down, into the relatively calm Faldansea east of Ryland.  The quan there are not numerous and have not launched a massive campaign against the humans in some generations.  Overall, for now, Faldan is at peace.
  • Asmaar, the Great Desert – part of the Federation, once a wide, shallow inland sea; ruined during the First Unhuman War – This region was almost totally dominated by the Empire until the Second War, during which the unhumans, led by Gazaar’ou, took nation after nation and bought the loyalty of whole tribes of bedouins (mainly, the supra-tribe called the Dunjabi), promising wild riches… which were delivered as soon as the War ended.  This memory of loyalty rewarded has been hard for the Empire to shake.  Plus, very few people know what’s out there, in the great desert that separates the fertile north from the hellish jungles of the unhumans, to the southwest, and the deserts of the ancient, massive Empire, to the southeast.  The major desert power is the ancient nation of Mirshalam, now a satrapy of the FUK.  The Mirshalamites sell desert ships and airships to most sand travelers, not to mention cheaper forms of travel (great insects to ride).  Findally, under Asmaar—way under—runs the wide sunken river called L’majj.
  • The Sasparadan Empire (SE) – capital Saspara, the Great City – all human except for a few tribes of gmothi in the east and an increasing number of greens from the Chasm; mostly poor population; strict religious institutions and military rule – This great and ancient land—mostly desert and, in the east, swamp—is all that remains of the super-civilization, Tephnia, that once dominated Pala.  From their tremendous capital, by far the largest and most populous city on the continent, the Sasparadans have never ceased to prosecute a total war against the unhumans.  They worship their former glory and genetic heritage in a pro-human, proto-fascist faith called the Sanguinity (the Blood, really “the Bloodness”).  The Sasparadans have the most advanced hell scientists in the land and the most complete knowledge of the Tephnian Code, which theoretically could be used to “jump” the world’s tech level back up, quickly—if only it could be completed (or even, in most passages, deciphered reliably).  The Sasparadans mostly harvest and dry vegetation, jellyfish, and shark fat in the east.  In the sandy west, they amass forces to reclaim the deserts, then the rest of Pala from the Federation…
  • The Chasm – no non-green inhabitants (minus a few explorers) – This titantic fungal forest, totally deadly to non-greens who lack rebreathers, sits almost two thousand feet below the sands of the Empire.  Here the greens evolved, supposedly from humans who sought refuge in caves and other radiation-proof chambers during the Unhuman Rebellion, so long ago.  The greens have only recently emerged, and because they (seem to) totally lack society and culture, humans have learned little of what exactly the Chasm holds…  Rumors hold that the center of the Chasm is home to ancient cities and stores of archaetech that would shift the balance of power in Pala instantly, if only humans and unhumans could breathe the New Air (as the green term roughly translates) of the chasmal fungi-forest.

Life in General

What is life like?  Most people live on the coasts and farm algae, jellyfish, kelp, and the inedible photosynthetic dikdiks called greendeer, whose milk is a prime source of protein and fat.

The seas present a constant danger—from tsunami, sahaguin (shark-man) attack, slaad (frog-demon) invasion, and erosion.  But they also allow for constant life.

Inland, the rivers are seasonal and the land mostly dry shrubs, sand, or inhospitable fungal forest.

The swamps of Assalu, Cybru, Faldan, Tuur, and especially Arakha are true wetlands, but they are far more full of dangerous fauna and poisonous plants than the dry lands.

Most human and unhuman life us ringed around great coastal or river-side cities, though the true urban areas are often depopulated and mostly in ruins.

What are cities like?  The cities of Saspara, Caltaraan, Thasmud, Hyden, Caldena, Frizzan, and elsewhere are true urban wildernesses, full of shantytowns, wrecks and hulks, weird antique architecture, and gleaming Tephnian relics (many yet unexplored or “impossible” to enter), as well as new growth, homes, gardens, colleges, religious institutions, and barracks.

Archaetech and Bonus

There’s no magic, and many species require special contraptions to live in this world.  Luckily, there is a buttload of psionic ability burgeoning within the human mind.  Perhaps more luckily, for now, there’s a ton of old ultra-technology buried beneath the sands and in the fungal rift forests.  This ancient technology that seems magical now is called archaetech.  You can buy newer (thus, crappier) archaetech in huge cities.  But for the really old stuff, you’ll have to dig yourself.

Of course, we’re starting at 5th level.  So you have 2 points of “Bonus,” a generic term I’m using to represent not just archaetch you may have acquired, but also fiefs you may control, genetic modifications you may have undergone, and other beyond-the-standard-equipment/feats/skills list awesomeness.  There’s a list of new ideas for Bonus, and more ranks = more power, as usual.  The main idea I have right now is for various archaetech, which functions mostly on renewable solar batteries.  (Some drains psi.)

Just as an FYI, blooders, tesseromancers, and ammon must burn their archaetech on their class/species requirements.  Insectids, squamids, and quan are also encouraged to be able to speak with their fellow adventurers.  Gmothi are encouraged to have tons of taboos, which give them more points of Bonus to spend on gmothi-hoarded archaetech.  Rich characters should possess a fief of some sort.  Etc.

Use Bonus as an opportunity to craft a really cool character concept, not as a quick list of laser guns (though it’s that too).

Hell science

And finally the psi…  I’ve tried to streamline all the extant psi and magic crap under one big umbrella question:  How would consciousness expand?  I think it would expand along certain vectors for certain talented individuals, per the current psi and magic rules.  So I’ve kept their rough categorizations, but lumped everything together, producing this list of “hell sciences” currently learnable, after years of focus and study, by PCs:

  • Aegis (abjuration) – The Shield.  Protection.  Abjuration spells, now thought of as expansions of the mind into the environment (no summoning or banishing, no demons, no angels).
  • Gnosis (clairsentience + divination) – Knowledge.  All the divinatory psychic practices.  Forethought and farsight.
  • Logos (telepathy + enchantment) – The Word.  Thought.  Communication.  “The Queen of the Hell Sciences.”  By far the most valued, difficult, and potential evil science.  Brainwashing.  Lovemaking.  Logos is the focus of the Empire’s research.
  • Mimesis (illusion) – Imitation.  The Shadow.  Like Aegis, a minor science, and one with no phantom-armies-that-are-actually-armies per fantasy d20 games.  Here, all the illusions are a combination of mental tricks (per Logos) with physical shadows and puppets and mimes (per Morphe).
  • Morphé (metacreativity + transmutation) – Change.  The Dream.  Shaping.  A powerful art that can produce great works of art.  The pride of Vennar’s hell scientists.
  • Physis (psychometabolism + necromancy) – Nature.  Life.  Death.  The World.  This powerful art can even resurrect the dead, it is said.  Though known better in Latura, Physis is being researched actively in Pala, particularly in the Federation.
  • Praxis (psychokinesis + evocation) – Action.  Mind War.  Explosions and mind bullets.  Currently, the Empire and the Federation know much more about Praxis than the other arts combined.  Curiously, Carvolia’s special forces (the ducal Antrustions or Foreign Guard) have pulled ahead in research on Praxis, in recent years.
  • Topos (psychoportation + conjuration) – Space.  Transformation.  Teleportation…  The focus of Arakhan psionic excellence.
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