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==The Hollow Earth== The Hollow Earth is a lot like the surface in a lot of ways. It's got mountains, forests, oceans, deserts, etc. The similarities kind of stop there, though. There's two main reasons for this: 1). An all suffusing aura of vitality probably caused by Atlantean tech that makes plants and animals grow bigger and stronger, also making healing happen faster, and 2). a time dilation effect that makes time pass much slower inside the Hollow Earth than without. An explorer in the Hollow Earth can encounter the aforementioned dinosaurs and pirates, but also primitive savage tribes, cargo cults, Roman legionaries, Conquistadors, Cossack raiders; if your GM can think of it, it can be in the Hollow Earth. These latter three would likely be descendants of the originals that ended up stranded in the Hollow Earth, using and replicating technology familiar to their ancestors because the environment creates a constant struggle for survival that leaves little room for scientific pondering and invention. There is a small sun hanging dead center inside the Hollow Earth, keeping the climate hot and humid pretty much year round. People tend to reach the Hollow Earth by a few ways. The Bermuda Triangle and the Dragon Triangle are two of them, as well as the openings on the North and South Pole. There's also drill machines, wandering through deep caves, and Atlantean warp gates hidden in the deep places of the world. Here's where we get to the big question; how the hell has the Hollow Earth remained a secret for so long? There are a few reasons, actually. Thing is, people who end up inside the Earth rarely realize that's where they are at first. The transition from surface to within is gradual, and the clash of the outer and inner climate makes for huge, almost constant plumes of fog and mist to obscure one's view. Compasses and radios don't work inside the Earth on account of magnetic field fuckery. By the time people realize where they are (if they've survived the beasts and natives for that long), they're generally far away from their entry point and have no idea how to get back to it. Those that do manage to get back realize a shitload of time has passed, and those that speak openly about their discovery find themselves attacked by [[Inquisition|ork snipers]] sent by a group called the Terra Arcanum; a secret group from the dawn of human history whose entire goal is to keep the dangerous tech of the Hollow Earth away from the people of the surface world. Inside the Hollow Earth, explorers have to watch out for carnivorous plants, creatures previously thought to be extinct or mythical like [[yeti]]s and [[lizardmen]], or even your typical tribal cannibals looking to have you for dinner (buh dum tss). There are also ruins full of deadly traps. However, if a group of adventurers can brave the dangers, they can get their hands on some crazy powerful Atlantean tech and priceless treasures that will quickly not be so priceless once brought to the surface and put up for grabs on the black market (the game doesn't specifically have rules for selling treasures but c'mon...these are PCs we're talking about here.) Atlantis is actually a place the PCs can visit, thanks to one of the splatbooks. It's currently ruled over by some scrubs called the vril-ya that claim to be Atlantean but are actually their former servants pulling some [[Adeptus Mechanicus|rote memorization ritual bullshit]] to keep all the Atlantean tech around them functioning. The vril-ya may or may not be aliens or a manufactured race built to serve the Atlanteans.
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