| Magic 
        Zone NotablesFederation Members and Independents
 By 
        Isaac X-S. & Alex V.A.  The 
        following is information on noteworthy individuals within the Magic Zone, 
        as known by most citizens of Dweomer City. The 
        Old Guard: This term is 
        used to refer to lords from the original Federation of Magic, the Federation 
        created and ruled by Nostrous Dunscon. Most Federation Lords from that 
        period in history are dead, either killed by the Coalition in their Campaign 
        of Blood or by the Lords of Magic as punishment for their idiocy. A few, 
        however, survived. They stand out as being quite powerful, even among 
        major lords, and are generally well respected or feared. There are only 
        about ten Old Guard left that are accounted for and not all of them are 
        still involved with the Federation of Magic. The most well known Old Guard 
        Federation member is, of course, Alistair Dunscon.   Known 
        Old Guard: The 3 Lords of Magic, Lord Alistair Dunscon, Lord 
        Lysistratus, Lord Schrier, Vektriss, O’Negis, Mistress Binth, and 
        Ravendark.  Major 
        Lords The 
        Lords of Magic  
         
          See Federation of Magic. Lord 
        Alistair Dunscon  
         
          See Federation of Magic. K’zaa  
         
          See Federation of Magic. Lord 
        Tiberius Eloheim  
        Dunscon’s 
          precious spatial mage. Eloheim (which is also the name of a choir of 
          angels in Christian dogma known as “The Watchers”) has been 
          in Dunscon’s service for about five years. He acts as Alistairs 
          “eyes and ears” in the Magic Zone and anywhere else in the 
          world. He is the one mostly responsible for Dunscon’s ability 
          to seemingly known everything that’s going on. However, Eloheim 
          is more of an ally than a minion to Alistair. He serves the mad Federation 
          Lord because it suits his needs and Dunscon knows he can leave whenever 
          he wants. Most of Dunscon’s comrades dislike Eloheim and rightly 
          so. Unbeknownst to most, the spatial mage picks and chooses what he 
          tells Dunscon. Often times, for personal ambitions, he will keep significant 
          things he sees or hears to himself, rather than inform Dunscon. Eloheim 
          lives in a large dimensional realm of his own creation as most spatial 
          mages do. Now deceased. Lord 
        Ezekial Snow  
        “The 
          Cold Lord” as he is known, has been a Federation Lord for over 
          40 years. Snow is an Air Warlock of awesome power with the ability to 
          command the winds. He has a strange affinity for snow, ice and all things 
          cold.  Consequently, 
          he lives in a kingdom of endless winter in which it never stops snowing 
          and the air is always brutally freezing. The kingdom has been long abandoned, 
          its subjects unable to live in its harsh conditions. Snow himself sits 
          in a throne of ice, tended to by armies of air elemental servants under 
          his thrall. Like the weather he so dearly loves, the Federation Lord 
          is cold and passionless without any sign of emotion. He cares for nothing 
          besides his kingdom, his elementals and himself.  On 
          Federation issues, he always takes a neutral stance; his unwillingness 
          to take sides stemming from severe apathy. Snow doesn’t involve 
          himself in Federation politics and only wishes to be left alone. Most 
          other Lords see him as a lazy has-been who is out of touch with the 
          times. However, oddly enough, Dunscon shows the Federation Lord a good 
          deal of respect and allows for his various eccentricities.  Snow 
          never takes visitors, unless the visitor is Dunscon himself or another 
          Federation Lord.  Lord 
        Dalfen  
         
          Few who meet this Federation Lord ever forget the experience. Upon sight, 
          it’s hard to believe this man was once human. Standing 7 foot 
          3 inches and weighing in at over 400 lbs., Dalfen is a monster of a 
          man. His soft, pleasant face and kind eyes hide a mouth armed with razor 
          sharp teeth and a body horrifically augmented by various mutations and 
          deformities. Instead of a right hand, he has a black, coarse-skinned 
          appendage ending in three stubby digits. His shoulder blades stick out 
          unnaturally far. The tip of a thin serpentine tail can be seen slithering 
          beneath his robes. All this and more can be seen when in the presence 
          of Dalfen. As a Seneschal shifter, his constant interactions with incomprehensible 
          dark forces have given him his bizarre appearance. However, Dalfen doesn’t 
          mind the mutations and actually enjoys them, or rather, the effect they 
          have on others.  This 
          shifter is known throughout the Magic Zone for his cruel and heartless 
          nature, and his morbid sense of humor is just as renowned. He dwells 
          in a large stone tower that never stays in one place for very long. 
          “The Vanishing Tower”, as it is called, constantly disappears 
          and reappears in different locales all over the Magic Zone, never appearing 
          in the same spot twice. The period of time it remains in an area varies 
          drastically; sometimes it’ll stay put for days, other times it’s 
          only visible for a few minutes before it vanishes again. Exactly how 
          Dalfen pulls this off is unknown, although it is assumed he can control 
          where the Tower goes and for how long.  The 
          Seneschal is also notorious for his ability to steal the powers of others. 
          Through the use of dark, arcane arts, Dalfen can permanently steal the 
          natural abilities of creatures he’s captured. Consequently, creatures 
          who display powers that catch his interest are often his targets and 
          often “mysteriously disappear”. He has already utilized 
          this process on dozens of lifeforms. Thanks to this dark magic, he supposedly 
          possesses a wide array of powers that make him far beyond human.  Lord 
        Red Eyes and Lady Silver Mask Lord 
        Alshizar Kaash  
        Of 
          all the major Lords of the Federation, few are as decadent as Lord Kaash. 
          As King of the City of Kaash (a modern day Sodom and Gamorah), Alshizar 
          is just as vile as most of his subjects, if not far worse. He is inhumanly 
          cold and possessed of a morbid intellectuality that gives him a vast 
          insight on death. From his home atop a hill of black rock and bone, 
          the Federation Lord oversees the chaos and anarchy in his domain. It 
          is said that he feeds off of the misery and pain generated by the thousands 
          of inhabitants of the City. He appears to physically feel and revel 
          in the suffering of the multitudes living within the City’s walls. 
          Once, during a riot, Lord Kaash referred to the pandemonium as “sweet 
          music” and actually began to dance on the balcony of his home, 
          enraptured by some unheard melody or sensation. What Kaash truly is 
          remains unknown. He is an adept shapeshifter who can take any humanoid 
          form with ease. He also has the uncanny ability to sense one’s 
          deepest desire or greatest fear and take on its appearance. In addition, 
          the Federation Lord is a practitioner of Fleshsculpting magic and enjoys 
          mutilating and torturing his victims.   
          The City of Kaash is a very lawless place and Kaash, himself, promotes 
          depravities of almost every kind. However, he will not tolerate challenges 
          to his sovereignty, so he is quick to stop insurrections against his 
          government, violence against himself or his minions, and cults that 
          worship particular usurping gods or alien intelligences. To enforce 
          his will when necessary, he has a small army of evil mercenaries and 
          undead in his employ. The Lord is not incredibly powerful in magical 
          matters when compared to his peers, but possesses a lot of political 
          and financial power. This is thanks to his rule of the City, and it 
          is why he is considered a major Federation Lord. Dunscon is known to 
          visit the City of Kaash from time to time and regards it as a relaxing 
          place.  Lord 
        Carathrax  
        Arrogant, 
          ingenious, and imposing are three words that accurately describe this 
          Federation Lord. He is a man driven by dark passions of immortality. 
          His demeanor is aloof, forceful, and impatient. Carathrax is extremely 
          haughty and regards himself as one of the greatest minds the Federation 
          has ever seen. He views himself as the intellectual superior of most 
          creatures he meets, and consequently, has a habit of talking down to 
          those in his presence. The trick to interacting with this irascible 
          sorcerer is that one must be very intelligent (or at least have the 
          appearance of being very intelligent) to speak to him on any level that 
          he considers worthy. Those who cannot keep up with his complex thinking 
          or verbal pyrotechnics are deemed fools. Often times he will ignore 
          those less intelligent than he, believing they should not be dignified 
          with responses. Those who argue with him or disagree with his views 
          are considered beyond idiotic (although he’s almost always right, 
          he misses the point that wisdom isn’t always found in raw knowledge, 
          but expressed in logic). However, when dealing with a fellow intellectual 
          giant, Carathrax will show respect and treat the creature as an equal. 
           This 
          Lord is known for being very reclusive and keeping mostly to himself. 
          He dislikes having to personally deal with others, usually having one 
          of his servants act as a representative/messenger. Yet, he will force 
          himself to do so if he realizes he may gain from the encounter. He avoids 
          delving into Federation politics and does so only when Dunscon requires 
          it. Although he hates Dunscon and wishes to see the Mad Lord dead, he 
          knows he is no match for Alistair in a magic duel.  Carathrax 
          lives in a magical keep of his own design called “Tower Nebh”, 
          a structure whose base is built right upon a ley line. Its crennelated 
          surface bleeds P.P.E. from the ley line for the mage’s personal 
          use. Though he rules no kingdom, the Lord is served by hundreds of alchemical 
          mutants of his own creation. These mutants range from small, menial 
          servants to large, shocktrooper guardians.  Carathrax 
          is a skilled magician who has risen high in his chosen profession. Currently, 
          he is the leading authority in North America on alchemy and enchantments. 
          In fact, practitioners of magic from such places as Lazlo, Kingsdale, 
          and Tolkeen have been known to come to him for advice and suggestions 
          on such matters. The magic items produced by Carathrax are among the 
          most potent and high-quality magic items one can find. The Federation 
          Lord does not normally sell or trade his creations. However, if one 
          is able to convince the mage to sell an item of his, it can be certain 
          that the item will be VERY costly.  Being 
          a master of alchemy, Carathrax can create a variety of magical chemical 
          compounds and elixirs, many of which he has experimented with on himself. 
          The results have been quite astounding. He is a mutant human standing 
          over 7 feet, 7 inches. His lifespan has been so far extended that even 
          he isn’t sure how long he can live for (he is currently 94 and 
          shows no signs of aging). Anyone guessing his ethnicity is in for a 
          confusing time. Carathrax shares the facial characteristics of every 
          human race on earth, distilled through extensive magical treatments. 
          He moves with a body alchemically augmented to achieve physical capacities 
          far beyond normal human limitations. The Federation Lord is quite capable 
          of picking up a grown Shadow Beast with one hand, and throwing it through 
          a wall if the mood strikes him.  Lord 
        Draco Keu Saekhun  
        This 
          Federation Lord is a master of the humble but formidable art of Diabolism. 
          He is an older human in his late sixties, known for his cantankerous 
          disposition. Due to his irritable and grumpy nature, very few people 
          like Lord Keu Saekhun, and he likes very few people in return. He takes 
          his position as a lord quite seriously, always attending Federation 
          council meetings and keeping track of all the goings-on in and around 
          his kingdom. Draco has no real allies since he is not the most likeable 
          of people. Most rival lords would never consider trying to conquer his 
          lands due to their being so bleak and resource-exhausted.  
          However, hidden behind all his scowls and constant complaints is a wealth 
          of information regarding languages and writing. The Diabolist is a linguistic 
          genius who possesses a vast knowledge of ancient and modern languages, 
          dead tongues, and various alphabets, writing systems, and symbologies. 
          Those who put up with the lord’s frequent bad moods and manage 
          not to offend him in some way can learn a great deal from him.  
          Lord Keu Saekhun rules over a small kingdom in the southeastern Magic 
          Zone known as “Saekhun City”. It is a fairly dreary place 
          but also one of the safest in the Magic Zone. Lord Draco himself has 
          boasted that his territory holds more wards and circles of protection 
          than every other kingdom in the Zone combined. Though such a claim is 
          unlikely to be true, Draco’s personal keep is protected by numerous 
          exceptionally powerful wards of his own design. Many people rightly 
          regard his home as impregnable.  
          Draco himself has sewn wards made from cloth onto his skin. This process 
          is difficult and time consuming but works in a similar way to tattoo 
          magic. Though diabolists have no spell casting knowledge, these sewn-on 
          wards give the Federation lord powers that he can summon at his command, 
          making him far from helpless.  Lord 
        Malkin Nevermore  
        Known 
          widely as the “Ghost Mage of Galathan”, this Federation 
          Lord is one of the stranger ones. He is a human who is infamous for 
          his obsessive love of the Spirit World. Lord Malkin has a deep affinity 
          and fascination with ghosts and spirits. Not undead or animated dead 
          in the necromantic sense, but simply that which is ghostly and phantasmal. 
          However, this love does not apply to any non-corporeal beings, only 
          entities and the spirits of the dead, so astral travelers or energy 
          beings like elementals and temporal raiders are excluded.  
          Nevermore is a fairly disconcerting man to meet in person. His constant 
          interactions with the World of Spirits have made him alienated and unable 
          to understand or empathize with other living creatures. He always appears 
          to be distant and lost in thought. Even when he looks directly at a 
          person, it seems as though he’s staring through him, watching 
          or listening to some unseen force. Malkin speaks in very hushed tones 
          and whispers, and only wears white or light blue ethereal robes. When 
          speaking with others, he often says things that don’t make sense 
          or don’t apply to the situation and sometimes seems confused as 
          if splitting his attention between two different conversations. He constantly 
          looks around as if hearing or seeing something that isn’t there, 
          giving one the impression that Malkin is paranoid or schizophrenic. 
           The 
          Federation Lord keeps himself surrounded by thousands of bodiless beings 
          who act as both servants and protectors. A majority of his spell knowledge 
          is focused on the manipulation of spirits. His kingdom is an unsettling 
          place to be in, as objects seem to move on their own, and strange sounds 
          or piercing wails can be heard all night long. Most of Lord Malkin’s 
          subjects have left the kingdom due to the multitude of spirits that 
          reside there. It is no secret that Nevermore cares very little for the 
          living or corporeal. He places little value on life, and while not really 
          evil, the Federation Lord is indifferent to the needs or desires of 
          others.  Lord 
          Malkin was once an ordinary ley line walker from the Kingdom of Galathan 
          who was famous among the locals for his numerous bouts of wanderlust. 
          He had a penchant for ceaselessly wandering the Magic Zone by himself, 
          despite all its various dangers. It was on one of these excursions that 
          Malkin discovered the object that would change his life and make him 
          the current power that he is, a magical grimoire named the Book of Bygone 
          Spirits. It was this book that taught him the secrets of the Spirit 
          World and gave him the spirit-based magics he now possesses.  The 
          location and date in which he found this book have never been verified. 
          All that is known is that after finding the book, Malkin remained in 
          seclusion for a full decade, presumably studying the grimoire. He then 
          returned to his home kingdom and challenged the Federation lord, who 
          ruled Galathan at the time, to a wizard’s duel. Malkin defeated 
          the minor lord and seized control of the kingdom. This was over thirty 
          years ago. He has been ruling Galathan since.  Lord 
          Malkin cares little for Federation politics. While he will honor Dunscon’s 
          requests to attend Council meetings, he does little else. He allows 
          almost anyone to pass through or stay in his kingdom, granted they follow 
          his laws and take NO action against his spirit servants. Those who do 
          otherwise can expect their souls to become additions to his menagerie 
          of apparitions. This can be a problem as Nevermore’s entities 
          are allowed to do whatever they please in his kingdom, from stealing 
          to attacking others. It is rumored that it is the Ghost Mage who created 
          the magical gem that Dunscon would eventually use to trap the soul of 
          Emperor Prosek’s son. Important 
        Non-Lords Bloodmist  
        When 
          Alistair Dunscon made his triumphant return to Rifts Earth, he was accompanied 
          by a cadre of powerful beings. All characters he met during his dimensional 
          adventuring and long time associates in crime.  
          Bloodmist, a Rakshasha Lord, is Lord Dusncon’s closest advisor 
          and confidant. He is always at Dunscon’s side, whispering advice 
          and further poisoning his mind. The Rakshasha also serves as an emissary 
          between Dunscon and many of his demonic allies and servants, including 
          Demon Lords. As such, he is a powerful figure in Dunscon’s “court”. 
          Those who dislike Lord Dunscon have suggested that it is Bloodmist who 
          pulls his strings, but nothing could be further from the truth, and 
          Bloodmist will slay any being who otherwise to his face or within earshot.  
          Bloodmist is a typical Rakshasha, delighting more in political mayhem 
          than carnage. He is a master spy and assassin, rumored to have once 
          been an instructor for a clan of Sunaj assassins. Nonetheless, he is 
          not above physical combat or torture and enjoys a genuine challenge 
          (which are far and few between). Like a cat, he loves to toy and play 
          with his enemies, and watch them scurry about wherever he wants them. 
          He also enjoys great deceptions and instigating hate and fear almost 
          as much as intimidation, subterfuge, and mind games. Bloodmist loves 
          the political turmoil and volatility in and around the Federation of 
          Magic, including the Coalition States. He is doing everything he can 
          to make sure it stays that way, often feeding Dunscon advice and information 
          that fuels his hatred.  Gothmog, 
        Master of the Baal-Rogs  
        Gothmog 
          is a Baal-Rog demon who is another member of Dunscon’s High Council. 
          He is the military strategist of the group and has helped to conceive 
          and execute most of the military operations and raids against Coalition 
          States conducted by the True Federation. He would love nothing better 
          than to pit his forces against the Coalition, although he realizes that 
          the Federation is hopelessly outnumbered at the present time. He also 
          helps to keep the demon minions of Lord Dunscon under control.  
          Baal-Rogs are one of the most feared and powerful of all the greater 
          demons. They are physically and magically powerful, as well as smart. 
          The visage of a Baal-Rog is impressive terrifying if one is facing its 
          rage. They are huge, fire-skinned humanoids ten times the size of a 
          man, bulging with muscles and adorned with black bat wings. They serve 
          as the lieutenants and captains of the demon hordes, and are often seen 
          commanding legions of lesser demons. Gothmog is one of the strongest 
          and most aggressive among his kind.  The 
          Baal-Rog is fairly loyal to Alistair Dunscon, but he dislikes many of 
          his decisions and some of the company he keeps, such as the Devil, Cracius, 
          and the Corrupt, Mestoph. Still he sees in Lord Dunscon the spark of 
          genius and only hopes that the roots of madness serve their cause and 
          do not jeopardize it. He respects and trusts Bloodmist, and the two 
          often confer between themselves.  Mestoph 
        Denali  
        Unknown 
          to all outside of Lord Dunscon and his High Council, the beautiful and 
          elusive Mestoph Denali is a rare Elite, or the “Hidden” 
          Corrupt. She is nearly 200 years old and said to be the foremost among 
          the Corrupt. According to her and others of the Corrupt, Mestoph was 
          the first human to ever offer herself to the force known as “The 
          Liberator” she claims to have originated the term. As is the nature 
          of the demonic creatures known as the Corrupt, she is not a leader or 
          overseer of these beings, although most of the Corrupt know her name 
          and seem to be able to sense her age and power. Thus, she is given a 
          certain amount of respect and deference among her kind.  
          The Corrupt are humans and D-Bees who have sacrificed their humanity 
          to become evil monsters of chaos and mayhem. The transformation is so 
          dramatic that they lose much of their former selves. Many Corrupt seem 
          exactly the same, as if they were all cast from the same mold. Not so 
          with Mestoph. For whatever reason, she has retained a good deal of her 
          original personality and memories. This may simply be because she was 
          already a monster given to envy, hate and contempt. Her only genuine 
          means of enjoyment coming from the suffering of others, ideally at her 
          hands. She is Dunscon’s Enforcer, the Council person who oversees 
          the enforcement of Dunscon’s will and the law and rules of his 
          kingdom with brutal efficiency. She loves nothing more than to lead 
          a squad of troops (often the Corrupt) against intruders, spies and rabble-rousers, 
          as well as raids against unsuspecting villages, Brotherhoods or groups 
          who have dared to ignore or defy Lord Dunscon.  Cracius 
        The Cunning  
        Deevils, 
          although not as skilled in the arts of persuasion and corruption of 
          their Devil brothers, are notorious as enticers and deceivers. Cracius 
          is no exception. Lord Dunscon appreciates his wiles and uses Cracius 
          as diplomat, spy and interrogator, as well as an advisor on the base 
          nature of mortal beings and what it may take to “sway” them.  
          Cracius enjoys his work and is loyal to Lord Dunscon, despite the fact 
          that Alistair associates with the Demon Hordes of Hades, who are ancient 
          rivals of Devils and their kin. Cracius respects Bloodmist and Gothmog, 
          but doesn’t trust them. He is constantly engaged in a campaign 
          of “one-upmanship” and (reasonably) friendly rivalry and 
          mind games with them (although he wins only a third of the time). Cracius 
          was a big fan of Mestoph. He liked her style, and the two often collaborated, 
          but he didn’t trust her for a minute.  Yarl 
        Corsby  
        One 
          of Dunscon’s lackeys. Corsby was a blood shaman and fanatical 
          supporter of Alistair and his regime in the Federation. He is probably 
          best known by most people in the Magic Zone as the perpetrator of the 
          Sorrowseed Massacre, in which Corsby and other Federation members sacrificed 
          9,800 innocent people in the name of Dunscon. This act earned Corsby 
          a place at Alistair’s side. However, he is now deceased. Lae’ocowan  
        Dunscon’s 
          official beast handler. Laeocowan cares for and controls the various 
          monstrous animals and beasts of burden that live in the Kingdom of Dunscon. 
          He is highly trained in animal husbandry and utilizes taming methods 
          he says he learned during time spent with the Simvan. It is said that 
          Laeocowan had directly to do with the creation of the Spiny Ravagers 
          and their subsequent use against the Coalition States.  Alpheus 
        Winterborn  
        Though 
          not a Federation Lord, Winterborn wields a great deal of power in the 
          Federation of Magic. This ley line walker acts as Dunscon’s official 
          messenger and representative. Whenever there is a situation that Alistair 
          doesn’t wish to deal with personally (which is often), Winterborn 
          is sent to resolve it. Alpheus’ skills are numerous and varied. 
          He is a savvy diplomat and orator, as well as a consummate investigator 
          and inquisitor. He is quite shrewd and perceptive, so very little gets 
          by him. When a political alliance must be forged or the Federation must 
          be represented in a certain venue, Winterborn is the one who goes. Likewise, 
          if an upstart Federation Lord crosses the line and displeases Alistair, 
          it is Winterborn who bears the warning of Dunscon’s wrath. Also, 
          if a significant transgression against the Federation occurs or an important 
          Federation ethic is broken, it is Winterborn who investigates the matter 
          and reports back to Dunscon.  However, 
          more than anything else, the ley line walker is Alistair Dunscon’s 
          voice. What he says is what Alistair thinks and wants, and since he 
          is the word of Dunscon, taking any action against him is tantamount 
          to acting against Dunscon himself. All Federation members know this 
          and as a result, are very careful in their dealings with Winterborn. 
          Even major Federation Lords are respectful and cautious when he comes 
          to visit. Alpheus can travel almost anywhere in the Magic Zone unmolested, 
          and through any lord’s territory with total impunity, because 
          everyone is aware that he is above personal laws and edicts. He answers 
          to no one but Dunscon.  However, 
          Alpheus is a messenger, not an executioner. Though he is a formidable 
          mage, he does not enforce the word of Alistair. He merely bears news 
          and reports back to his master (although the fates of individuals or 
          entire kingdoms are often based on his reports or opinions). Winterborn 
          himself is an older human in his late fifties sporting a neatly trimmed 
          and groomed white beard. He doesn’t don the traditional garb of 
          the line walkers and instead, wears long blue robes embroidered with 
          arcane designs and numerous jewels. Alpheus always travels with a demonic 
          companion known only as “Songhollow”. The demon acts as 
          Winterborn’s escort and bodyguard, and never leaves his side. 
          The ley line walker is known for his fair, non-biased attitude and his 
          strong loyalty to the Federation of Magic. He never takes bribes and 
          cannot be corrupted or dissuaded from his task. Fineous 
        Cromwell  
        Located 
          at a ley line nexus at the edge of the Magic Zone in Indiana, is the 
          castle keep of Fineous Cromwell, once a Federation lord of some repute. 
          Also known as “Cromwell the Black”, this former lord is 
          an accomplished mage, having mastered both Ley Line Walking and Shadow 
          Magic. Fineous was the son of Gregor the Black, said to be one of the 
          greatest shadow mages that ever existed. Being the progeny of such a 
          respected magic-user gave Cromwell a lot of hereditary power within 
          the Federation. However, Fineous had always been an overly ambitious 
          and power hungry individual. These traits were what prompted him to 
          build an army a few years ago and use it to usurp the kingdoms and positions 
          of various rival lords. He was successful in doing so and increased 
          his power base greatly until he became drunken with victory and did 
          the unthinkable: he launched an assault against the Kingdom of Dunscon. 
          After a bloody coup attempt, all of Cromwell’s troops and allies 
          were captured and slain (some say in a bloodbath of arcane rituals that 
          made Dunscon even more powerful than ever). Only Cromwell the Black 
          was allowed to live, according to Alistair, so that he could live out 
          the rest of his life in shame as a fool and a weakling. Now, Fineous 
          Cromwell, known mockingly as “Cromwell the Disgraced”, has 
          lost any power he once possessed in the Federation. His name has been 
          dishonored, as well as the name of his dead father. Needless to say, 
          Cromwell lives for revenge. He spends most of his days plotting and 
          planning ways to hurt and undermine Dunscon. Few other lords will associate 
          with him as it is considered in bad taste.  O’Negis  
        Once 
          the “Seer-Witch” of the Dunscon family, O’Negis now 
          lives in self-imposed exile somewhere in the wilderness of the Ohio 
          Valley. Not much is known about her, despite the infamy of her name. 
          What is known is that she is old, at least 200 years of age, placing 
          her date of birth long before the creation of the Post-Apocalyptic Calendar. 
          It is said that she was around during the initial inception of the Federation 
          of Magic, during the rule of Nostrous Dunscon. In fact, she was an advisor 
          to Nostrous and supposedly knew Alistair as a child. However, after 
          the Federation’s failed assault on Chi-Town in 12 P.A. and Nostrous’ 
          subsequent death in the Campaign of Blood, O’Negis went into hiding. 
          She stayed unseen for about thirty years; most believing she had perished 
          as many other mages had in the Campaign. Eventually, she finally made 
          it known that she was alive and well.  As 
          powerful as she is long-lived, O’Negis could have easily proclaimed 
          herself a lord. It is speculated she could have carved a small niche 
          for herself out of the maelstrom of wizards and brotherhoods that battled 
          for control of the Federation, yet she did not. Rather, the witch kept 
          to herself, her activities unknown to most others. Eighteen years later, 
          Alistair Dunscon returned to the Federation and began vying for the 
          mantle of leadership he said was his birthright. When he regained power, 
          O’Negis hurriedly went to see him and Alistair offered her a position 
          as his advisor, to serve him as she did his father. Initially she accepted. 
          However, after a few months in his service, for reasons that are still 
          unknown to this day, O’Negis relinquished her place at Dunscon’s 
          side and fled into the Magic Zone. Since that day she has spoken out 
          against Alistair’s rule, and it is widely known that she greatly 
          dislikes the young Dunscon, calling him a “…scared and pathetic 
          shadow of his father.” Alistair, in return, has branded her a 
          traitor and a dangerous renegade, and has ordered that anyone who finds 
          her must kill her immediately.  O’Negis 
          is a mystical enchantress who is considered by most Federation Lords 
          to be a definitive wild card in Magic Zone affairs. Often times, when 
          one of Dunscon’s plots fail, many Federation Lords suspect her 
          meddling, even if there is no evidence of it. The witch is acknowledged 
          as a master of shapeshifting and illusions, and is known to be a powerful 
          soothsayer with precognitive abilities on par with the Grey Seers. All 
          these things have made her very difficult to locate, despite Alistair’s 
          efforts.  Mistress 
        Binth Ravendark  
        Called 
          the “Last Ravennan Death Mage”, Ravendark was a consort 
          and close friend to Nostrous in the old days of the Federation. A fair 
          amount is known about this man, yet there is a strong mystique that 
          surrounds his life. Though he is no longer regarded as an official member 
          of the Federation of Magic, it is believed that he, like O’Negis, 
          may be secretly manipulating the course of Federation events.  
          Ravendark was born and grew up in Ravenna, a community 30 miles north 
          east of the Akron Chasm. Ravenna was built over the bones of a pre-Rifts 
          Ohio town of the same name, which was leveled during the massive earthquakes 
          of the Great Cataclysm. The town was composed of the descendents of 
          apocalyptic survivors who had not the means to flee the Magic Zone and 
          instead took up arms to protect themselves. Over the course of generations, 
          those Ravennan’s gifted with an aptitude in magic slowly began 
          turning to the use of Necromancy to better support the community. This 
          became a common and even admirable practice in Ravenna. With time, this 
          eventually led to the development of powerful Houses of Necromantic 
          families with lineages that could be traced back to the Coming of the 
          Rifts. Ravendark was a member of one of these Death Mage Houses, specifically 
          the eldest son of a prestigious Ravennan necromancer.  Towards 
          the end of the Second Dark Age, Nostrous Dunscon called upon all the 
          magic-users in the Ohio Valley area to come together and create the 
          original True Federation of Magic. As he searched for allies to support 
          him, the powerful Necromantic families of Ravenna were an obvious choice. 
          Ravendark was one of the first of the Ravennan necromancers to throw 
          in with the charismatic Dunscon. Ravendark became a powerful lord under 
          Nostrous and commanded a formidable army of undead. He agreed with Nostrous’ 
          visions of conquest and building a grand empire of magic. Yet, as history 
          shows, the attack on Chi-Town failed and the Coalition retaliated. Most 
          communities in the Magic Zone were erased from existence. Ravenna was 
          wiped out during the Campaign of Blood, as were all of its Necromantic 
          Houses.  Ravendark 
          fought bitterly to defend the Grand City. However above anything else 
          the Death Mage was a survivor, and when he realized that Nostrous was 
          dead and the Magic Zone was lost, he fled with the remnants of his undead 
          army into the Akron Chasm. The moment he disappeared into the Underground 
          he forsook his family name, and to this day it is only known by the 
          Old Guard who lived through those dark days.  
          There have been many rumors and tales perpetuated about Ravendark since 
          his disappearance. Some people believe him to be dead. Others believe 
          he is quite alive, spending the last ninety and some years plotting 
          and scheming his revenge somewhere beneath the earth. Most major lords 
          consider him probably still alive, perhaps even as an undead, though 
          he is regarded with a strong amount of suspicion. After the Campaign 
          of Blood, many of the powerful magical artifacts owned by Nostrous went 
          missing. Some were confirmed as taken by the Coalition, most likely 
          placed in their Black Vault. However, many remain unaccounted for and 
          it is believed that Ravendark may have stolen them. Whatever the case, 
          the Death Mage, if still alive, is the last of the necromancers of Ravenna. 
          This makes him highly respected and revered by any necromancers who 
          know of that community’s existence.  Ghostwalker Dweomerian 
        Renegades Dweomer 
        is known for having some of the most loyal, capable, and self-disciplined 
        troops in the Zone. Training for the Dweomerian Brotherhoods is some of 
        the most exhaustive and thorough on the Continent, meant to weed out the 
        weak and unfit. However, despite the high mental and physical standards 
        of the training, bad apples do occasionally slip through the cracks. The 
        following are some notable individuals who should never have become magi. Lord 
        Sülstis  
        Perhaps 
          the most well-known of all Dweomerian renegades, Sülstis has been 
          rogue for over ten years now. This lord magus is the scourge of Dweomer 
          City, as well as one of its biggest shames. Sülstis is aptly known 
          as “The Corrupter” due to his amazing ability to charm and 
          highly influence almost anyone he meets (high M.A.). Through promises 
          of wealth, power and love, Sülstis can twist even the most principled 
          of people and turn them into dark, former shadows of themselves. He 
          has this perfected to an art.  He 
          was originally forced to leave Dweomer when it was realized that he 
          was trying to undermine the power of the Lords of Magic. He had already 
          built a small web of “corrupted” followers that spread through 
          the Brotherhoods and even included other Lord Magi. He was only able 
          to escape the city when his corrupted magi sacrificed themselves to 
          protect him. Forced into exile, with his power base destroyed, Sülstis 
          swore vengeance. His true motivations are unknown, though it is widely 
          recognized that he hates Dweomer and wants to see it fall.  Lord 
        Ultim Master 
        Vreiss High 
        Lord Andrew Harris  
        This 
          high magus has been rogue for about three years. It is unknown exactly 
          why he left Dweomer City. He had served the Brotherhood of Creation 
          loyally for a decade before he suddenly quit his position in the Dweomer 
          Military and left. Normally, there is nothing wrong with a magus who 
          wishes to discontinue his service to the Lords of Magic and leave the 
          city; it’s rare but it does happen. However, when magic items 
          of Dweomerian design began to surface in the Black Market, it was realized 
          that Harris was behind them. He had broken his oath to the Lords and 
          was giving the secrets of his magic to others. This is a crime in Dweomer 
          City that is punishable by death. Currently, Andrew Harris is operating 
          for the Black Market, under their protection.  Roland 
        Durge  
        Durge 
          is a battle magus who has been rogue for about a year. He was originally 
          a corporal in the Brotherhood of Battle where he was part of a DDP that 
          regularly patrolled a two-mile circuit around Dweomer City. However, 
          Durge was hotheaded and had a penchant for reacting to every situation 
          with violence. He already had two demerits on his record for behavior 
          unbefitting an officer and had been demoted once. These were the results 
          of several occasions in which he was given an order he disagreed with 
          and threatened his commanding officer. It was a well-known fact that 
          Durge detested his squad leader. Eventually, Roland’s commander 
          died under mysterious circumstances during one of the patrols. Though 
          friendly fire was suspected as the cause of death, nothing could be 
          proven, and Durge passed all magic assessments made of him. Consequently, 
          the case was closed.  A 
          few months later, Roland’s unit was sent into the Zone to answer 
          a distress message (in the form of a magic pigeon) sent from a nearby 
          fade town. When the unit never returned and no confirmation was sent 
          from the town, another unit led by a lord magus was sent to investigate. 
          The town was found to be in ruins. All the townspeople were dead; many 
          shot in the back, indicating that they were shot while running away. 
          All of Roland’s battle magi squad members were also dead, but 
          Roland’s body was nowhere to be found.  It 
          is speculated that Corporal Durge may have had some sort of psychotic 
          break, though this is unlikely since their training makes battle magi 
          very resistant to mental instability. It is also possible, though just 
          as unlikely, that he was possessed by some sort of entity. Whatever 
          the case may be, he is now a wanted man. A few reports have filtered 
          into the Brotherhood of Battle, indicating that Roland has since been 
          making a living by selling his services as a mercenary. Rostigor 
        Dur Grola  
        (This 
          is an expansion on the material in Coalition Wars: Siege of Tolkeen 
          Book Six: Final Siege.) This large, winged, reptilian D-Bee warrior 
          (a Gromek to be exact) came to Rifts Earth through a trans-dimensional 
          rift that dropped him off somewhere in the New West. He flew eastward 
          across the continent, looking for as many combat opportunities as he 
          could find along the way. However, getting into scraps with various 
          adventurers and bandits held little appeal to this fighting machine. 
          Consequently he headed to a place that he had heard was extremely dangerous 
          the Magic Zone. Rostigor, now calling himself The Winged Fury, spent 
          a great deal of time in the Ohio Valley, fighting demons, monsters, 
          Federation sorcerers, and even the occasional Cyber-Knight. Yet, he 
          remained undefeated, that is, until he encountered a squad of Battle 
          Magi.  Rostigor 
          had been flying very close to Dweomer, stirring up trouble with the 
          locals. Although he had no knowledge of Dweomer’s existence, the 
          Brotherhood of Battle decided it best to steer him away from the city’s 
          location. When the DDP found him, a fight ensued. It took a whole squad 
          of five, but the Battle Magi were able to defeat the proud Gromek warrior. 
          Rostigor was taken to the city so his memories could be altered and 
          he could be relocated somewhere else within the Magic Zone, as was custom 
          for prisoners. However, the Gromek contested, saying that he wished 
          to stay in the city and that he had much to offer. The Dweomer Institute 
          took interest (Dur Grola was the only one of his kind ever recorded 
          to be encountered by Dweomer), and the Brotherhood of Battle considered 
          his martial skills impressive. The decision was made to allow Rostigor 
          to stay in the city, on a trial basis. The Gromek warrior was in awe 
          of the magi, and during his time in Dweomer, he continually tried to 
          join Coran’s Brotherhood, wishing to learn the path of those who 
          had bested him. Though it took years, Rostigor was eventually accepted 
          for training. Despite his hotheadedness, aggressive disposition, and 
          infatuation with violence, Dur Grola developed the discipline needed 
          to eventually graduate into full Battle Magus status. However, to the 
          irritation of many in Dweomer, as soon as his training was completed, 
          Rostigor left Dweomer to resume his quest for combat and personal glory, 
          stating that he found the city “too stifling” for one such 
          as he. He headed to Tolkeen, where he heard many great warriors dwelled. 
          Shortly after, King Creed offered him a position in Tolkeen’s 
          coveted Circle of Twelve.  Rostigor 
          loves serving the besieged kingdom. With the war heating up, Rostigor 
          is finding all the fighting he could ever want. He is intensely happy 
          there. The Gromek is not so much a Dweomerian renegade as he is just 
          an errant magus. He is honorable in his own right and will never betray 
          the secrets of the Battle Magi or act against Dweomer.  The 
        Lost Ones  
        The 
          Lost Ones were a former Dweomer Defense Patrol composed of six battle 
          magi who fell into darkness a few years ago. The exact accounts behind 
          their fall from grace are numerous and varied, though there are certain 
          facts that are undisputed.  A 
          battle magus squad called the 16th was patrolling its usual circuit, 
          a stretch of land five miles south of Dweomer. Their patrol route was 
          one of the farthest from the City, bordering on lands where Dweomer’s 
          power was tenuous. The patrol itself had been fairly uneventful for 
          the day, something that was strange considering their distance from 
          the safety of the City. As the story goes, the magi had just completed 
          their parameter check and were about to head back when a mysterious 
          human female stepped into their path. It is said the woman was exceptionally 
          beautiful but in a very dark, sinister way. She had long, elegant black 
          hair, delicate pale skin, and stunning turquoise eyes. Her body was 
          curvaceous but clad in gleaming black armor and draped over by an ebony 
          cloak.  The 
          odd woman spoke in an alluring, beautiful voice and with that voice, 
          asked the magi to help her. She claimed that she had been assailed by 
          a group of Witchlings and was just barely able to escape with her life. 
          According to her, the creatures were on their way to get her at that 
          very moment. Of course, the 16th agreed to assist her and set off to 
          engage the monsters. This much is known about their experience because 
          the squad captain radioed Dweomer and explained the situation, requesting 
          back up units for assistance. This was the last anyone ever heard from 
          the squad.  
          When two other DDPs arrived at the coordinates given by the squad captain, 
          the 16th was nowhere to be found. All that remained of those fateful 
          magi were their communicators, thrown into a pile on the ground. A search 
          operation was launched soon after but without success. It was assumed 
          that the magi were somehow defeated by the Witchlings and their bodies 
          taken. However, a few months later, the Brotherhood of Battle received 
          reports that there was a woman wondering the Magic Zone escorted by 
          a large group of warriors. Six of the warriors donned battle magus armor 
          with personalized markings indicating the 16th.  It 
          is speculated that this mysterious woman may be a fallen cyber-knight 
          named Epheseia Gloordon, also known as the Black Widow. Like Lord Sülstis, 
          this rogue is known for being able to twist and corrupt others, though 
          in her case, she uses feminine charms to ensnare members of the opposite 
          sex. If it is her, then the Brotherhood believes the lost squad has 
          been corrupted or magically entranced in some way. She is thought to 
          be hiding somewhere in the Zone since encounters with the fallen knight 
          are reported from time to time. All attempts at finding her or contacting 
          the six magi have failed. If she is staying in the Magic Zone, then 
          it is most likely under the protection of a Federation Lord.  |