The Story In pursuit of discovering the source of the shattered worlds, the Collective found another, surprisingly mortal force at play: The Atlanteans When first encountered, the humanoid race was peaceful, if cautious They were guarded by what appeared to be constructs called manussos, and while willing to trade, they were more interested in gathering samples of the existing races for experimentation and study It was later revealed that the manussos were only partial constructs, crafted from an ore local to the Atlantean’s islands and given life by absorbing the consciousness of dying creatures The mind-consuming power of the manussos was actually one of the reasons rifts continued to open on the material plane despite the retreating Chaos Combined with an effect known to the Atlanteans as the Mejno Shift, the Collective concluded that the race had inadvertently created a stable tear in the fabric of reality through which creatures could pass in controlled situations and which flared in psionic power just before each historical shift If the Collective could aid the Atlanteans in healing the Wound of Kritis, they may yet bring an end to the ceaseless unraveling of reality created in the wake of the war between Order and Chaos Chapter 5—Magic: This chapter provides new spell lists for any spellcasting classes found here, as well as new spells that relate to the Serpentine Isles Chapter 6—Items and Equipment: Discover weapons and other equipment created by, for, or to be used against the atlanteans, as well as new magical locations tied directly into their everchanging home Chapter 7—Character Folios: In this chapter, we offer several premade characters with which you can play starting anywhere from level to 20 You’ll also find a summary of the campaign we played during the Kickstarter to help spur ideas for your own Navigating This Book Chapter 1—Races: Explore the races brought through the Mejno Shift, including atlanteans and the manussos themselves Joining them are many unique and unheard of races, such as the Forestloving dryants, lesser forms of trox and sahuagin, landwalking cecaelias, and a multitude of uncommon world soul races Chapter 2—Classes: Learn to manipulate your dreamscape to craft, train, or learn new spells as a dreamwalker Chapter 3—Archetypes and Class Options: Life-cycle guardians and broom knights, voted on by our campaign backers, lead the charge in finding a solution to the problem of the everchanging islands, while it remains unclear if archetypes like the hungering invoker and the stygian gatekeeper are there to help or hinder In addition, we continue our tradition of a minimum one archetype for each class introduced as well as those that expand on existing options Chapter 4—Feats: As with our other volumes, we introduce multiclass feats related to new classes, as well as offering at least feats for every race and class here