Aether II
Atlanteans

[History | Philosophy | Ephorate | Resources | Description | Society | Religion | City | Population | Names | Marches | Marchers | Honor-Prize | Laws | Customs | Military | Empyreans | Sylvans | Varati | Mongrels]


History

It has been said by some that Atlantis did not always exist beneath the ocean's waves. That once, long ago, it was a city like any other in that it lay situated above the sea, but unlike any other in its grandeur and opulence. At the time, it was the city of cities -- rich and vast; a Mecca of the arts, sciences, and technology. Travelers came from all the corners of the earth to visit that city, and came away with tales of wonder for all that Atlantis had to offer. It was legendary, even then.

But fame is fleeting, and disaster struck the city. Some say it was a storm that swept Atlantis from the earth--others contest that it was a volcano or earthquake, and still others insist that a flood was responsible. Only one thing is certain--when the catastrophe passed, Atlantis was no more.

It was swallowed up by the ocean, and there it remained for centuries--no more than a colossal ruin to be whispered about in ancient tales. But while Atlantis may have been lost to those who live above the sea, it was soon discovered by those who live beneath.

They were not called Atlanteans then. Perhaps they had some name for themselves that was never spoken aloud, but only in their "mind-speak." They were barely known to the races of the earth save in myths told to children. Those many millennia ago, they lived in small colonies or tribes, and shied away from discovery by the other races. But when Atlantis was found, that changed. They had a home--a place to build and expand, and to call their own.

Their shapers restored the crumbling ruins, using coral and shell and stone to rebuild the structures, and the far-roaming colonies soon congregated in the underwater city. Their leaders were hailed as kings and queens, and ten royal families were established, just as had been described in the ancient tales of Atlantis. Under their reign, Atlantis prospered, and other cities were founded until an entire network of undersea kingdoms were connected like spokes of a wheel to the realm that had started it all.

It was around this time that the Atlanteans first made themselves known to the other races. Not through warfare or an attempt at conquest, but peace- fully, with the hand of friendship extended. Atlanteans wanted to learn from the other races, not dominate them. Theirs had always been a more scholarly approach, and they used that same philosophy when making first contact with the other denizens of Aether.

With the Empyreans, they formed a lasting alliance, for the two cultures had similar ideals. But their offer of peace was rejected by the Varati, and since then, tensions have never entirely been eased between the two races. The Sylvans were an enigma--they seemed to have little interest beyond their forest homes, and the Atlanteans never knew quite what to make of those wood- land people. Still, contact had been made, and it wasn't long before the Atlanteans were playing pivotal roles in trade and meddling in the affairs of other governments.

Which brings us to the present day, where the Atlanteans are the premier diplomats and ambassadors between the varying realms, trying to keep the peace in a time when the threat of war runs high. They are still the foremost scholars and historians of Aether, and many of that world's great philosophers and thinkers were of Atlantean blood.

And yet ... there is still much of the Atlantean history that is unknown. The preceding was merely an abridged version, and the details are known only to the Atlantean "lorekeepers." Their kind may promote peace and goodwill between the other children of Aether, yet they keep themselves apart, and rarely offer more detailed glimpses into their past. Some say they have some- thing to hide.

And those same few might say that the water-race was *not* always so peaceful -- that before there were written records, the Atlanteans held dominance over Aether by force, and only now are they seeking to make amends for those ancient, bloody conflicts. And that there is more to the sinking of Atlantis than what the stories reveal ... and that it may have been the last true link between the world of Aether and another one, which is now only spoken of in old myths and legends: Earth.

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Philosophy

The Atlanteans are the most cognitive of the four races, and are particularly preoccupied with thoughts and philosophies. Often considered in other realms to be sophists and time-wasters, the largely carefree lifestyle of the undersea people gives them leave to think and communicate with each other more frequently, and their telepathy often conveys a broad range of thoughts and ideas with an ease that cannot be matched by audible speech. Not unlike philosophers such as Socrates, Plato, More, and Thoreau, they are concerned with the creation and maintenance of a perfect society, and upon studying their own culture, often question each other whether or not they have achieved it, or at least approach the goal closely. They are largely a peaceful people, who desire little conflict with the other races beyond friendly haggling in surface markets; mercantilism being a source of constant amusement among Atlanteans, who place no true monetary value on objects and have no currency of their own, save that with which they humor surface-dwellers.

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Ephorate

Historically, Atlantis had been ruled by a decemvirate of ten kings, but the royalty is a fading tradition in these modern times. Although the decemvirate is maintained, the kings hold less power than they used to, and most of the governing influence is found in the Ephorate. Made up of politicians, diplomats, civil servants, and ambassadors, the Ephorate ensures that the city and its outlying territories operate smoothly and efficiently. They oversee both foreign and domestic matters, and play a significant part in the exchange of goods with other colonies and races. The Ephorate is fairly small in number, and most of their members are born and raised in that field, though it is not completely uncommon for outsiders with the inclination and talent for that kind of work to join the ruling class.

The following list shows the ten Decemvirate names and corresponding territories (Aether is not Earth, but it mirrors our planet, geographically). Members of the Ephorate typically hail from one of them.

Amaris - Amarisian (Southern Atlantic)
Ipponis - Ipponisian (South Pacific and Australian Coastlines)
Lir - Lirites (North Sea, Irish Sea, and Baltic Sea)
Orcinus - Orcini (Pacific Rim and Sea of Japan)
Organil - Organili (Pacific Ocean)
Orman - Ormani (Mediterranean Sea)
Pandion - Pandionite (Indian Ocean and Indonesian Islands)
Phorcys - Phorcysians (Black Sea)
Salacia - Salacian (Great Lakes and Arctic Ocean)
Triton - Tritonian (Northern Atlantic and Gulf of Mexico)

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Resources

The following lists show what resources the Atlanteans are known for:

Farming: underwater "gardens" of seaweed, algae, kelp and other aquatic plant-life.
Fishing: fish, shrimp, tuna, shellfish, whale products (bones, oil, blubber, etc).
Products: salt, coral, pearls, bone, chalk, limestone
Manufacturing: glassware, beads, jewelry
Services: use of sea-ways

Trade-Goods (Items/Services Atlanteans need from other races):
Empyreans: grain, wheat, fruit, vegetables, meat, textiles
Sylvans: herbs/medicines, fur, leather, meat, lumber (for ships)
Mongrels: wheat, grain, livestock
Varati: metal, precious gems, weaponry, silk, spices, herbs

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Description

Atlanteans are perhaps the most varied of the races in terms of appearance. Like the Sylvans, the affinity for magic is frequent in their progeny, and almost all of them possess some mild level of telepathy. Shapeshifting is nearly as common, for both were a means of adapting to their element. Telepathy was necessary for communication, and shaping their bodies allowed them to survive underwater. It was a mix of evolution and magic that gave them the ability to grow fins, tails, gills, and other aquatic attributes.

This high concentration of shapeshifters among their race accounts for tales of mermaids, mermen, selkies, and other water sprites. Some of their graisha are fixed in a stage between human and animal -- they might have the tail of a fish or dolphin and the upper torso of a man or woman. It is fortunate that these shapeshifters are not burdened with the predatory nature that might alienate them from their kind. Only in rare cases, such as when a shapeshifter takes on the aspects of a shark, are they banished from society.

All Atlanteans have four limbs (two arms and two legs) and the usual minor appendages. They have gills that are visible on either side of their throats which allow them to breathe underwater. Webbing stretches between each of their fingers, and between their toes to allow them greater speed underwater. And an Atlantean's eyes are almost always pale green or blue, like the underside of an ocean wave. Variance from this pale eye-color betrays impurity in their bloodline. Some sport fins along their arms, legs, or back.

An Atlantean's skin can be almost any color, although those that depart from the more normal skin tones of peach and tan invariably have pronounced scales or broad fins. It is notable that the people of the Ormani Decemvirate almost never display wilder skin tones, and instead have skin color that ranges from a smooth, sandy white to the deep brown of sealskin due to their close social and familial ties over the years with drylanders. And as a deep-dwelling culture, Lirites have developed a unique trait of phosphorescence in their skin, which they have passed on to their Marcher cousins.

Their clothing is scanty at best. Rarely do they feel the cold, and temperatures that would be freezing to others are only a mild irritation to Atlanteans. Among their own kind, they wear jewelry fashioned of shells and pearls or ornamental headdresses, and an occasional loincloth. But as the other races are more particular about modesty, Atlanteans will don loose, flowing garments that don't hinder their movements.

For more information, see the "+terms" files on items such as the sari, sarong, choli, or zoris. Weapons include spears, knives, or swords, generally crafted from stone, coral, or bone. Armor is rare, although some might wear breastplates, arm- and leg-guards. But for the most part, Atlanteans are pacifists, and they use their weapons for hunting rather than fighting.

Atlanteans typically live to be from 100-120 years old.

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Society

There are three classes in the largely tranquil society of Atlantis. Few of the Atlanteans have much interest in government, politics, and relations above the ocean's surface, but by necessity such things must be undertaken by someone. The decemvirate of kings, the civil servants, and the diplomats are all considered to be part of the Ephorate, the governing class; membership is mostly hereditary, for usually only those Atlanteans raised to take an active interest in politics ever manage to achieve such a position.

The second, and smallest class in Atlantean society is that of the rigidly structured clergy of Pasiphae. Due to the age and presumed importance of this order, which includes both men and women, they are shown a degree of greater respect. In manner, however, the clergy seem no different than any other Atlanteans, and are often only identifiable by their headdresses and jewelry.

The third class simply consists of anyone who isn't part of the previous two, the masses of Atlantean citizens who live a life of leisure in their undersea home. They typically concern themselves with matters of philosophy, art, architecture, and idle conversation, but they are not truly so lazy as the stories indicate. A strong altruistic nature predominates the race, and each willingly does his part for the society, whether it be in beautifying Atlantis itself, tending to the kelp gardens, or drawing in the daily meals with the hunting nets.

There is no known antipathy between the classes, for they only differ from each other in occupation; those of the clergy and Ephorate do not look down upon the citizens -- on the contrary, those citizens often jest good- naturedly at those unfortunates who must take on the more weighty duties. Generally, however, it is an easy life for all who choose to remain beneath the waters, and the Atlanteans pride themselves on their civility.

With their telepathic and empathic methods of communication, miscommunication is nearly impossible, and strife between the denizens of Atlantis is quite uncommon.

Atlanteans who leave their undersea home for open air often find speech to be an awkward way of communicating, but to all appearances they do not find it difficult. Those accustomed to speech are often eloquent, if soft-spoken, and are particularly polite to others, even when provoked. They are incredibly honest people, and the ability to lie does not come easily to them--not to say they are incapable of falsehood, but most would suffer a severe sense of 'wrongness' in speaking anything but the truth. As a result of their honest reputations, they have a tendency to be ridiculed as naive or dull-witted, and are constant targets for those with unscrupulous aims. Though truthful, the Atlanteans are often quite shrewd, and those assuming them to be dullards might be in for a surprise.

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Religion

There are several variations to the religion of the Atlanteans, but they are all largely shamanistic in nature. At the least complicated level, the Atlanteans venerate the water itself; the substance found in all living things, which all life requires to sustain itself. Living within the depths of the sea is, perhaps, the highest form of this worship, for at almost all times the Atlantean is in contact with the cold waters. These telepathic peoples also 'associate' closely with aquatic life, whether it be to prompt a school of fish into their nets, or to communicate more civilly with some of the ocean's greater, more elusive, and more intelligent creatures. All are respected as various agents of the ocean itself; some are simply there to nourish the Atlanteans, others are regarded more as allies.

An older and rarer faith exists among the Atlanteans, from which the more simplistic water-worship evolved. The newer faith is more a way of life than a religion, but the worship of the Goddess Pasiphae ('She who Shines on All') still continues, though its priesthood is somewhat diminished at present. The Goddess is a mistress of beasts, a ruler of nature, who is shown honor through the occasional sacrificial feast. She is also a celestial figure, embodied in the moon itself--where other races have often looked to the sun as the center of life, the Atlanteans seldom see its light, and concern themselves more with the moon, whose waxing and waning affects the tides. The oldest stories indicate that this faith may have been more savage, long ago, involving more sentient sacrifices, but that may simply be myth, and it is one the Priests vehemently deny.

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City

The submerged city of Atlantis is perhaps even more renowned than the home of the Empyreans, and is less accessible. Few save the Atlanteans themselves have ever laid eyes upon it, for only those capable of breathing underwater and surviving in the frigid temperatures of the deep ocean are able to reach it without significant magical assistance. The city itself consists of almost entirely one sprawling edifice; a large palace in which nearly the entire populace resides. To a visitor, the construction makes little sense: winding, seemingly endless corridors, haphazard additions attached with no understand- able aesthetic principle, great halls and galleries with ceilings of only the great ocean.

How, precisely, the Atlanteans transport these rare visitors to their home is an unknown and likely arcane process, but there are many stories of an enormous "courtyard" in the center of Atlantis; old and powerful magics maintain an atmosphere of breathable air, and foster the growth of a grove of trees and other surface agriculture. Here, a small manor houses those rare guests.

It is thought that the city of Atlantis bears many secrets. What use could the underwater race have for stairs and paved paths? For what purpose do they reside in such a large, chaotic palace, when their race has no need of shelter from the elements? It is known that the stone from which the city is built is very old, and that its corridors show signs of wear from footfalls; at one time, then, Atlantis was not an undersea realm. How and why the palace sank beneath the depths is, however, a secret known only to the Atlanteans--if even they recall.

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Population

Total Population:    6.5 million Atlantean citizens 
    Decemvirates:        Amaris:    800,000            Orman:       900,000 
                         Ipponis:   450,000            Pandion:   1,500,000 
                         Lir:       350,000            Phorcys:     500,000 
                         Orcinus:   500,000            Salacia:     250,000 
                         Organil:   300,000            Triton:      950,000 
     Ephorate:           400,000 
     Pasiphae:         1,000,000 
     Military:           100,000 (including guards and navy) 
     Middle class:     4,900,000 
     Lower classes:      100,000 
 
Atlanteans with non-telepathic "affinity":    65% of population (4,182,750)
Magic at/above Adept level:                   35% (of 6,435,000: 2,252,250) 
Affinity for telepathic magic:               100% (of 6,435,000) 
Affinity for shapeshifting magic:             30% (of 6,435,000: 1,930,500) 
Affinity for water-elemental magic:           15% (of 6,435,000:   965,250) 

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Names

With their emphasis on learning and observation, Atlanteans tend to pick up aspects of other cultures more readily. One example is in the way they name their children. Varati, Sylvan, and Empyreal names have all been adopted by the underwater race, mainly because they are easier to translate. Atlanteans have been using telepathy to communicate for centuries, and names they use in "mind-speech" sound different when spoken aloud.

Also, although the Atlanteans do have an ancient, written language aside from telepathy, this language is sacred. Only Pasiphae's priests are allowed to speak and write it; to use it with an outsider is sacrilegious. For these reasons, Atlanteans reserve their own language for rites and rituals, and adopt words or phrases from the other races for their common names.

Atlanteans typically list their family name before their personal name. Thus, Ronan from the house "Amphises" would list "Amphises Ronan" as his full name. Strangers would address him in that manner; friends use his given name.

Female: Alima (sea maiden), Cari (flowing like water), Coral (coral), Darda (pearl of wisdom), Delmari (of the sea), Delphine (dolphin), Delora (from the sea coast), Doria (from the ocean), Ghita (pearl), Halcyone (sea-conceived), Halimeda (thinking of the sea), Hama (shore), Janeva (white wave), Kenda (child of clear water), Kishi (beach), Konane (bright as moonlight), Lana (buoyant), Lorelei (river siren), Mahina (moon), Marina (from the sea), Maris (of the sea), Meri (guardian from the sea), Meriel (sea-bright), Morgana (bright sea dweller), Naida (water nymph), Nerida (sea nymph), Nerine (one from the sea), Nerissa (daughter of the sea), Nixie (water sprite), Odessa (long voyage), Ondine (little wave), Pelagia (ocean), Penina (coral), Perla (pearl), Rea (stream), Sagara (ocean), Selima (tranquil), Sirena (mermaid), Tethys (queen of the sea), Thalassa (sea), Thetis (ocean), Vanora (white wave)

Male: Achelous (river god), Akar (flowing water), Annan (from the brook), Cal (cool, clear spring), Cori (misty pool), Dagon (little fish), Dalit (to draw water), Dar (pearl), Delmore (of the sea), Deror (free-flowing), Dorian (child of the sea), Dugald (from the dark water), Dylan (son of the sea), Earvin (friend of the sea), Havmand (merman), Inek (sea friend), Kenn (bright water), Lamar (close to the sea), Manannan (sea god), Merwyn (sea lover), Misu (rippling water), Morgan (sea dweller), Morven (child of the sea), Moshe (saved from the water), Murdock (sea fighter), Nereus (old man of the sea), Palaemon (god of harbors), Pasha (from the sea), Radnor (red shore), Ronan (little seal), Scamander (river god), Seger (sea fighter), Tinnin (sea serpent), Xanthus (river), Zale (sea-strength)

Some names carry weight from being associated with famous Atlanteans. Players should be aware that the following names are associated with PCs and NPCs that were well known for various reasons. You may wish to avoid these names because of those associations:

Aine, Aquamia, Eithne, Kai, Kuronbo, Lehua, Marina, Okalani, Rhys, Riva, Sarojin, Shinjukou.

Names associated with the Decemvirate names should also be avoided:

Amaris, Ipponis, Lir (sea), Orcinus, Organil, Orman (sea-man), Pandion, Phorcys (sea divinity), Salacia (sea goddess), Triton (sea god)

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Marches

As the Atlantean region closest to Parnassus and Irha-Esh, the Marches is a unique area that borrows cultural elements from both the neighboring Lirites and Ormani Decemvirates. Throughout history, the region was claimed by both the Ormani and the Lirites, with the tension caused eventually creating a no-man's land of sorts.

Ties between the Ormani Decemvirate and the Empyreans were always cooperative with Atlantean vessels and diplomats frequently visiting the Empyrean settlements closest to the sea. The Lirites, always withdrawn and wary of 'landdwellers', began to worry at the numerous visits to the Empyrean cities closest to their region, fearing that the Ormani were using those contacts to expand their sphere of influence into Lirite territory. Suspicions and tensions between the Decemvirates began to grow heated.

Rather than resorting to violence as other races may have, neither side was willing to consider war as a means of resolution. True to their nature, the Atlanteans found a peaceful solution to their problems. A no-man's land was created in which the representatives of the two governments could meet for trade and political negotiations along with the occasional festival in which ties between the north and south were tightened.

Over the years, the ties between the Ormani and Lirites living near and in the Marches became closer, intermingling the population to create the unique culture of the Atlanteans identifying themselves as 'Marchers.' Both their culture and their physiques are a mixture of the Ormani and Lirites.

Even among the mysterious, deep-dwelling Lirites was a sense of curiosity about the land dwellers. While most were content to explore the hidden treasures of their underwater world, there were always those few who longed to explore the world beyond their waters. These Lirites willingly settled into the Marches and most of their inherent suspicion of outsiders faded through the generations. Even those of Lirite descent who believed their ancestors were right in their suspicions felt it was best to stay in the area to keep an eye on the land dwellers.

Interbreeding with the Ormani sharing the region altered the Lirites, adapting them to life closer to the surface and with contact to the land dwelling races. Disused vocal chords came into use again, growing easier for each generation. Also, their eyes could stand the bright light of the sun while their legs and sense of balance grew strong enough to stands on the decks of rocking vessels and even the oddly stable shores.

The Ormani residents also found themselves changing and adapting to the new environment. With the mingled deepdweller blood growing stronger, the webbing between fingers and toes grew longer while patches of skin took on phosphoric qualities. With each passing generation, the two types of Atlantean grew more and more similar, with little to distinguish between them. Eventually, they came to regard themselves as 'Marchers' rather than either Ormani or Lirite. Still, they are all well aware of the original goal of the region, and work to ensure continued communication between the two Decemvirates.

The Marches are divided into four clans, each ruled by a Chieftain who is the ultimate authority within the territory of his or her clan. Within each clan are several tribes, each of which consists of a number families. Some say that the structure is reminiscent to that of how the Atlanteans lived thousands of years ago; a loose bond of tribes and small colonies. While in some respects it is true that the Marchers prefer decentralization, they are also bound together by a complex system of laws upheld by leaders sworn to the protection and commonwealth of their people. The Marcher's highest leader is the Ard Ri, who serves as mediator to all clan disputes that the Chieftains deem they cannot solve between themselves.

The Marches openly offer a home to anyone of Atlantean blood, as long as they abide by the Marcher Laws. In fact, all Atlanteans, from Decemvirs themselves to the lowest commoner, are expected to respect and abide by the Marcher laws while in the region. Even land dwellers whose telepathic ability betrays a hidden Atlantean ancestry are required to obey the law or pay the prize. This is a fact made clear to all Telepaths the Marchers find within their borders.

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Marchers

Whereas the Marchers have adapted a more Ormani view towards outsiders, their own society has been greatly influenced by Lirite customs. Yet the three main social classes still exist within the area:

THE CITIZENS
The largest class consists of those Atlanteans who do not fall under the classes of the Ephorate or Pasiphae; crafters, merchants, sages, healers, explorers, guards, and adventurers. Like their counterparts in the main Decemvirates, they live a life of relative ease in their undersea homes. While their duties are not as all-consuming as those governing the other classes, nearly each member willingly does his part for society. The Marches are a dangerous place and it is important that all residents work together so the Atlanteans may live there in peace, leisure and safety. In fact, the more one does for society, the higher their value to society which transfers back to the value of one's honor prize. Those who prove themselves to be natural- born leaders, eventually find themselves inducted into the Ephorate class.

THE EPHORATE
Ultimately responsible for the well-being and protection of their people, the Ephorate is the governing class, consisting mostly of civil servants and diplomats as well as tribal and settlement leaders. As elsewhere, membership of this class is mostly hereditary, for usually only those Atlanteans raised to take an active interest in politics can be bothered to go through the trouble of taking up these responsibilities. Outsiders, however, can become members of this class, by marriage or by outstanding service that proves the individual to be a true Ephorate in mind and heart, in spite of his heritage.

Inheritance of leadership is only partially hereditary. A Derbfhine of the family -- a minimum of three generations gathered in conclave -- chooses among its members those two who have proven themselves the most worthy as their new leader and Tanist, the heir-elect. When the leader dies, another Derbfhine is called so that the Tanist may be reviewed to be found suitable for leadership, and if so elected to be the new leader while a new Tanist is chosen in his place. Tanist and leader are expected to work closely together so that the people will never find themselves without a leader.

PASIPHAE'S CLERGY
As can be expected from an area influenced so greatly by Lir, Pasiphae worship is far more popular than Water Worship. Pasiphae's servants therefore are given a great deal of respect by the population and serve as religious and spiritual guides. They're also regarded as protectors of the ancient knowledge of their race for the Lorekeepers have all studied in Pasiphae's Temples. In fact, many intellectuals join the clergy as well. After all, most of the best libraries and teachers are found within the Temples, just as they are in Lir. Like the clergy, the scholarship system is rigidly structured and reflects the years of study and accumulation of knowledge that one has gained over time. The higher one's rank, the more social prestige one is given and it is not unusual for those of the highest ranks to be treated as the equals or even the superiors of Tanists, tribal heads or chieftains. In fact, the Ard Ri may rule the area and its people, but the law is upheld by the Lawkeepers, those scholars specialized in law. It is rare to find an Ephor who doesn't have at least one Lawkeeper at his side, whose advice is as greatly valued for the knowledge of history and past agreements as the Lorekeepers.

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Honor Prize

The Marchers appraise the worth of their lives based on individual value held to society. Referred to as the Honor Prize, it is a complex system based on personal accomplishments, family rank, professional rank, family history, and so on. They are not so callous as to attribute monetary worth to themselves as if they were slaves, but it is considered a good measure to determine settlements and to inspire more contributions to society. Many aspect of Borderland life are influenced by the Honor Prizes, such as marriage and criminal justice.

While crime in general is rare among the Atlanteans, there are bad seeds in every society and accidents do happen. A hunter who is too intent on spearing his prey to send out a telepathic scan for others in the area may not notice the meditating priest and hit him instead of the fish. The hunter and his family are then expected to pay the victim's honor prize to the priest's family. While the hunter did not mean to do this, he should learn to be more careful and the victim's family needs to be compensated for their loss. Naturally, had the hunter intended to hit the priest he would be given a much heavier punishment. If it were found that he found pleasure in the murder, he would be tapped, castrated and exiled.

Honor Prizes consist not only of material possessions but also of servitude. Often to the victims and their family for it is believed that the best way for a person to learn from a mistake is to sense their victim's pain, rage and anguish and to be faced with it as he strives to atone for what he's done wrong and ask for forgiveness.

To the Marchers, an individual's honor is tied to that of his family, tribe, clan, or even the entire Marches. An Atlantean that finds himself breaking the law of the surface dwellers will shame his entire society and the Ard Ri himself will pay a substantial Honor Prize to set him free and redeem all Atlanteans. The individual himself will then need to work off his debt to the society and only when he has done so will he regain his own Honor Prize and place in society.

Every Atlantean in the Marches is given an Honor Prize, no matter where they come from or reasons for being there. Even non-Atlanteans who are welcomed as guests are worth half the Honor Prize of their host. The law of the Marches protect even strangers from those who might otherwise harm them.

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Laws

The Marcher Laws are based on a system of recompense and rehabilitation designed to make the perpetrators undo the damage done upon others while at the same time making sure that they work their way back into society. The death penalty and other physical punishments so favored among the other races are as much anathema to them as forcing telepathic contact without consent is. There are, however, some crimes which they so abhor that they take drastic measures against them and which are classified under the label of the 'Joy of Pain' crimes, which refers to the perpetrator enjoying the pain inflicted upon the victim. Crimes that fall under this label are torture, forcor (forced intercourse), and mind-rape -- entering someone's mind without permission.

The reason why the Marchers, and indeed most Atlanteans everywhere, abhor crimes such as these is because of the strong empathic nature of all Atlanteans. They will feel a person's emotions whether they are linked to them or not. So while surface dwellers may claim that they had no idea of the effect of their actions upon a victim, an Atlantean would not only know but sense and delight in it too. Anyone found guilty of such crimes is tapped, castrated and exiled, never to be thought of as a member of Atlantean society again. Their family has to pay the victim's honor prize and loses a great deal of social prestige.

TELEPATHY
Telepathy is considered a gift meant specifically for the Atlanteans and it is not to be abused. It is a belief shared by Atlanteans throughout the oceans, not one held by the Marchers alone. The Marchers do, however, have strict laws regarding its use. It is for communication, for sharing one's emotions with one's closest friends and strangers both, so that one may get to know one another and gain greater knowledge of the world and its inhabitants. To most Atlanteans, the thought of forcibly gaining that knowledge or entering another person's mind, shredding one's thoughts and stealing one's secrets, is anathema for them. Most even refuse to acknowledge its existence. It does exist, however, the most horrible crime known to Atlantean-kind -- mind-rape -- and those who are found guilty of it are punished most cruelly. Unworthy are they believed to be of this special gift and their magic is drained from their minds, while their bodies are altered such that they no longer can sire or bear children. Cast out of Atlantean society they are, to live among the callous land-dwellers whose tempers and minds they have proved to share.

The Marchers have inherited from the Lirites two terms for rape: Sleth - Intercourse by stealth. Forcor - Intercourse by force.

Forcor falls under the joy of pain crimes. Sleth however, while seen as a serious crime, is not punished as harshly although the perpetrator is usually exiled from the victim's clan and forbidden to ever come near her again. At the same time, he is forced to undergo intense telepathic retraining. Here, too, an honor prize is paid, and as long as the victim agrees to it this may consist of servitude towards her so that he may sense the pain and anguish he's caused and learn his lesson.

Atlanteans have an almost unerring sense of the truth and lying is, if not impossible, at least implausible due to their feelings on the subject. Beyond that, it is simply difficult to maintain a lie in telepathy. However, the law does have rules about lying. Someone found to be spreading falsehoods about another person will lose their honor prize, which is to be paid to the person they attacked. A similar fine is given to those who dare to lie to a legal official or in court, for justice cannot be found without truth. The only difference is that those who thwart justice with their lies lose their honor prize for a year and a day.

Atlantean hospitality is bound by a law that ensures those who are granted the hospitality of an Atlantean home are protected. The law itself ensures the host is responsible for the well-being of the guest. It dictates that should anything happen to the guest, then the host will need to recompense the guest or his family. This will either take the form of an honor prize to set matters straight or by finding those who wronged not only the guest but the host as well, for it is the host who suffers the burden of guilt. However, should the guest be found to have acted maliciously himself, then it is the host's duty to society to ensure that the guest answers to that abuse. On the other hand, the guest has a duty to his host as well for he is to be honest about his reasons for staying in the area and should it be found that the guest lied, then not only is the host no longer responsible for the guest's safety, but the guest may well be fined for knowingly breaking the law.

Atlantean law is not static; every three years all Lawkeepers come together to discuss changes in the law. Furthermore, they believe that the spirit, not the syntax, of the law needs to be adhered to.

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Customs

THE AGE OF CHOICE
Among the Marchers, an Atlantean child is considered to be an adult after he or she has reached the 'age of choice' (girls 15, boys 17) and accomplished two things:

1) The ability to form a link with another telepath of his or her own accord (acolyte level telepathy).

2) The fulfillment of a quest set by his or her leaders. Often this quest ties in with the child's plans for the future. An aspiring hunter can be sent off for a month of hunting a somewhat elusive fish, while an aspiring Ephor may be sent to another clan to study the ways of a people different than his own.

After the quest is completed, the child shares the experience with his tribe and family. At the end of the telling, adulthood is declared. Before and during the quest, the Atlantean is still considered a child and not permitted to get involved in any aspects of adult life, such as war, sex, marriages, certain ceremonies, or a professional career.

MARRIAGE
Atlantean views on marriage differ somewhat radically from that of other races. When a child is recognized as an adult after reaching the Age of Choice, they are considered fit to begin a family and enter the blessed union of matrimony. It is not necessary to marry in order to procreate or to live together, but those who seek Pasiphae's Blessings are held in high esteem. While marriages are the domain of Pasiphae's priests, they have no qualms about offering their services to those who do not worship their goddess. The ceremony is a ritual to acknowledge the deep telepathic bond of minds beyond just the joy of a physical union.

Marriage is not restricted to just one man and one woman among Atlanteans. It is not unheard of for men to marry men, or women to marry women. Due to the more open attitudes towards sex, polyamorous unions are also occasionally seen. Some Atlanteans have several spouses at once. Such unions are rare and those who follow such lifestyles usually prefer not to form deep links with one another for fear of losing their identity within the group. It is a valid fear and marriage requests for such are carefully watched with scrutiny and require permission from a Cyclos or the Marcher High Priestess.

Marriages are seen as bonds of mental and physical love, not ties formed for political alliances. If a priest does not believe the bride and groom to be in love and devoted to one another, he will deny the marriage request. Indeed, Marchers look down on those land dwellers that marry for political convenience. It is believed to be an insult to the holy bonds and some go so far as to call such unions 'non-marriages.' A favorite taunt to Empyreans or Varati who are known for such political marriages is to refer to their children as 'bastards.'

Marriage between different classes is possible, but the one of lower rank is expected to pay an Honor Prize to be proven worthy of the union. Often this comes in the form of a quest for valuable or rare objects. As much as the Marchers appreciate love, they also realize that the Ephors and Pasiphaeans are bred as well as trained to have a sense of responsibility. In order to make sure that the children of the union will be capable of accepting their Ephor duties, the lower-ranking betrothed is sent off on a quest to show that he or she does have the strength to succeed at what one sets out to do. Few Atlanteans ever refuse this challenge, understanding its necessity but also considering it a chance to explore and expand their world.

ORPHANS AND ADOPTION
Children without parents are raised in Pasiphae's Temples by the clergy. There they are given a good education as well as an opportunity to see and meet members of all the classes and professions to gain an understanding of what do with their own lives. Often a child will leave the temple after having finished the coming of age quest, but they also occasionally seek to stay and continue their studies.

Sometimes Atlanteans wish to adopt a child and raise it within family. Such is a practice held in great approval by the Atlanteans, and the child will be considered a blood relative and can even be considered as a potential heir. Single Atlanteans seeking to adopt an orphan can also be found suitable. Ephors can select heirs among orphans, as long as the child has been raised and trained telepathically along with the rest of the family from a young age and is of true Ephor quality.

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Military

The military of the Atlanteans comprises two types of warriors, those who specialize in aquatic fighting, and those who have adapted to fighting on land.

The Atlanteans have always had the naval advantage and not simply because they have world's best navy. Their Elemental magic allows them to control the waterways and of course the very water itself, easily causing ships to be slowly dragged off course and onto reefs, run aground or even sunk. In short, vessels can be sabotaged both in port and at sea.

In the water itself, the Atlanteans have a distinct advantage over non- Atlanteans. It is their natural environment, while it is anything but for their opponents. Atlanteans can, of course, breathe above and below the surface, and they are naturally agile in water, and accustomed to physical activity beneath the waves. Fights between Atlanteans, however, are far more of a challenge and require great speed, reflexes and skill in both swimming and weapons.

With the closer acquaintance between Atlanteans and surface dwellers, some Atlantean warriors needed to adapt to fighting on land. Their fighting style is a mix of those employed by the Empyreans, Varati, and Sylvans, depending on what suits the Atlantean best. Knives, hand to hand, nets and tridents are favorite weapons, although a few have learned to use bows and harpoons as well. Given that the main priority of Atlantean warriors who have learned to fight on land is to defend themselves or their charges, they tend to be better at street-fighting than full-out battles between armies.

In general, the aquatic warriors are those who guard their people's homes and vessels, whereas the land militia are sent as bodyguards to protect those Atlanteans visiting the land dwellers. When at sea, they tend to fight on deck. In most Decemvirates the aquatic warriors tend to be more prolific but in areas where interaction with land dwellers is quite frequent, the ratio tends to be higher. While most warriors are of the 'civilian' class, their leaders tend to either be or become Ephors. In the Marches, military experience is required for being elected as a Tanist.

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Empyreans

Even before the recent Empyrean-Varati war, the Atlanteans had strong ties in the Parnassus area. The Borderlanders found trade with landdwellers to be both useful and profitable. In the aftermath of the war, the Atlanteans specifically approached Parnassus in its rebuilding, and Irha-Esh as it formed on the north side of the river, to offer their services as neutral mediators. However, incidents involving illegal kidnapings of Atlanteans and Sylvans by both Empyrean and Varati merchants looking to sell their captives into slavery put a severe strain on the growing relationship.

The Sylvan-Atlantean alliance was born and the Atlanteans made it clear that they would do everything in their power to free their brethren, including flooding Parnassus and Irha-Esh, after which they'd withdraw to the sea and close off all trade routes. The threat worked and a law was passed forbidding the use of Sylvans and Atlanteans as slaves, but relations have been tense ever since as the trust on all sides has been broken.

The law includes that any Atlantean found to have been breaking surface law and is forced to work off his debt as a slave is to be ransomed by the Atlantean people.

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Sylvans

The relationship between the Atlanteans and the Sylvans in Parnassus is surprisingly good. In fact, an alliance has been formed between the two races to serve as a counter-point to any actions from the 'less civilized' Empyrean and Varati governments. An attack against a Sylvan is regarded as an attack against the Atlanteans and vice versa.

Part of the agreement between the two races details the treatment given to those Halfbreed children born of Sylvan and Atlantean parents. A child with the ability to use telepathy and live underwater is taken in by the Atlanteans and raised a member of their society, yet watched and trained from a young age to prepare for the onslaught of the powerful magic that he or she may wield. Those Halfbreed children who cannot survive in the water may be raised by the Sylvans, yet it is the duty of the Atlantean parent, or society -- in case the parent is unable to do so for some reason -- to make sure the child receives similar training should the child develop Telepathy when it comes of age.

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Varati

The Atlanteans and the Varati are partners in trade, and the Varati have no objections to the role of the Atlantean Ephors as neutral negotiators between themselves and the Empyreans. Yet the races are wary of one another due to the huge differences between their cultures and a mutual sense that they look down on each other. The Varati have often offered to teach the Atlantean people the 'true way' of Atarism. While most Atlanteans look down on these attempts at conversion and recognize them as poor offers at best (as a converting Atlantean will only be repaid by becoming inferior Varati citizens) they do feel that it shows them more respect than some Empyreans have shown recently. Scholars in particular are interested in learning more about the mysterious Varati ways.

However, the Varati, too, have been informed that if they were to attempt to enslave law-abiding Atlanteans or Sylvans who reside in either Parnassus or Irha-Esh owned land, the Atlanteans would flood the city, abandon the estuary and cut off all trade routes.

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Mongrels

A downtrodden, magic-less race used primarily as slaves and servants by the land dwellers, the Atlanteans consider the Mongrels a race to be pitied and helped if at all possible. No official relationship exists, but some Atlanteans are known to hire Mongrels from the shantytown to work on their vessels, docks, shipwrights, or even as guides into the city proper.

Halfbreeds are watched with the usual precaution as used by the other races, but those who have Atlantean blood in them are allowed to join Atlantean society if they prove to be willing to adhere to the laws and are able to control their magic.

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