Federation Members and Independents
Isaac X-S. & Alex V.A.
following is information on noteworthy individuals within the Magic Zone,
as known by most citizens of Dweomer City.
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.
Old Guard: The 3 Lords of Magic, Lord Alistair Dunscon, Lord
Lysistratus, Lord Schrier, Vektriss, O’Negis, Mistress Binth, and
Lords of Magic
See Federation of Magic.
See Federation of Magic.
See Federation of Magic.
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.
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
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.
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.
never takes visitors, unless the visitor is Dunscon himself or another
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.
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.
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.
Red Eyes and Lady Silver Mask
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
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.
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.
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.
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.
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.
Draco Keu Saekhun
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.
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.
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
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.
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.
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.
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.
Master of the Baal-Rogs
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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 Andrew Harris
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.
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.
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.
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.
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
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.
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.
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.
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
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
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.
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.