Rifts World Book #9: South America Two explores the lower half of the continent. Like its predecessors in the world of Rifts Earth, South America had slowly rebuilt itself after the great cataclysm, transforming the known world into a realm where technology clashes with magic, where aliens from other world must contend with legends from Earth’s past.
The Empire of the Sun is one civilization built upon the magic of Earth’s legend. A major population of the Empire of the Sun is comprised of people who resided on Earth at the same time Atlantis flourished: the ancient people of Nazca. The Nazcan civilization specialized in a form of magic, similar to Tattoo Magic, called Line Magic (remnants of this powerful ritual magic are still seen as the Nazca drawings today). When the Atlanteans tampered with the magical grid of energy, the Nazcan civilization was prepared and weathered away eons in a separate pocket dimension, until the resurgance of magical energy summoned them back to Earth. Once returning, the Nazcans discovered that the Incan Gods, beings who had visited Earth after the Nazcan civilization departed, also returned to the magic rich lands of South America. There, the two ancient cultures united to for the Empire of the Sun.
In the country once known as Ecuador lie the survivors of a failed alien invasion of Earth. The Arkhons, technologically advanced aliens, had actually attacked Earth thousands of years earlier but were repelled by the Nazcan sorcerers. After thousands of years passed, a larger, more powerful fleet returned to try conquest again. However, the Arkons were not aware of the changes made on Earth since their last attack and were unprepared for the dimensional anomalies and other, more technological, powers on planet Earth. They crashed in Ecuador and now have establish a stronghold on our planet.
The Megaversal Legion is another alien army hidden on Earth. Members include remnant of the U.S. Army’s 7th Cavalry (kidnapped by mysterious aliens called the Dakir) and alien warriors known as Ojahee.
The Dakir, powerful weapons makers in the universe, enslaved warriors from many worlds to create one slave army for hire. On one mission, the Megaversal Legion freed captive aliens, the Men-Rall, who were gifted workers of technology. The Men-Rall were able to free the men of the Megaversal Legion from the cybernetic restraints, and the Legion promptly rebelled against the Dakir, later settling back on Rifts Earth.
Another kingdom to climb out of the ruins of the cataclysm is the Republic of Cordoba, a fearful kingdom of human supremacists, who reject all other dimensional beings, mutants, and aliens as being demonically evil.
Near in proximity to Cordoba is the Achilles Republic. In the time before the rifts, the governments of the world were competing in a new cold war. Each attempted to create the perfect technology for their own military’s use. A South American corporation was being dismantled due to its exploration into genetic research (see Rifts World Book #7: Underseas). Argentina absorbed most of the researchers from this corporation in order to begin their own experiments into genetic research. They created a stable series of mutant animals, but the coming of the rifts changed everything. Built on the ashes of this government is the Achilles Republic, comprised of the descendants of these experiments, as well as the descendents of the researchers.
Again, this text provides the Rifts Role Playing Game with dozens of new player character classes, equipment, new forms of magic, and weapons.