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Ancients: Misc


DC Comics

Up to date as of February 01, 2010

From DC Database

Organization Template Organization Template

Official Name
The Ancients

Organization Identity


Base Of Operations

Organization Leader(s)

Former Members
Anointed One, Manitou Raven, Rama Khan, Sela, Tezumak, Whaler

United by the Atlantean sorceress Gamemnae as part of a scheme.

Place of Formation

Place of Defunction

First appearance



In 1020BC, Aquaman came to ancient Atlantis in the wake of the Imperiex War. Captured and interrogated by Gamemnae, he was magically trapped in a pool of water. Realising that Aquaman's friends, the Justice League, would eventually come looking for him, she looked for defenses. Finding six other metahumans, she arranged for Rama Khan to receive visions, and then helped him gather her allies with his stories of a "seven-headed Hydra" who would savage the world. Under the command of Gamemnae and Rama Khan, the heroes left their homes and began training

At an auspicious time, Gamemnae sent Tezumak & Manitou Raven into the future to kill the League pre-emptively. However, the League was able to withstand the Ancients, and the two Ancients escaped into the past. Following them, the League snuck about ancient Atlantis looking for news, before attacking openly. However, with Rama Khan's visions, the Justice Leagues weaknessnesses had been exposed. The Ancients' brutality won them the day, and they killed the Justice League.

However, Manitou Raven had been suspicios of Gamemnae since she had sent him to the future. When he tried to question Aquaman, she revealed her true plan: to use the power of Atlantis to absorb the souls and metahuman powers of the Ancients, and use this new power to conquer the world for Atlantis. Considering Manitou Raven not worth her effort, she allowe d him to escape, but was trapped afterwards when Manitou Raven used the souls of the JLA to imprison Gamemnae behind an impentrable barrier.

After 3000 years imprisoned, Gamemnae tried to escape, with the power of the League. However, she was defeated when the Justice League rescued Aquaman, who sunk ancient Atlantis again. With the lost of its power, Gamemnae's stolen powers burned her alive and the League of Ancients was destroyed.


Equipment: None known.


  • No special notes.


  • No trivia.

See Also

Links and References


This article uses material from the "Ancients" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Ancient Magicks article)

From the RuneScape Wiki, the wiki for all things RuneScape

"Ancients" redirects here. For the prayers unlocked after The Temple at Senntisten, see Ancient Curses.
A player casting an Ancient Magicks teleport spell.

Ancient Magicks is a branch of Magic that is unlocked upon completion of the quest Desert Treasure. This magic requires higher skill levels to use (all spells except the home teleport require at least 50 Magic), but include the most powerful combat spells in the game.


Switching spellbooks

The location of the Pyramid.

To change to Ancient Magicks, the player must go to Jaldraocht Pyramid in the desert south of Al Kharid, west of Pollnivneach and north of Menaphos. After entering the pyramid at the rear, the player can pray at the altar there to change between Ancient Magicks and the standard spellbook. Praying at this altar drains the player's prayer points to zero, but players can still change your spellbook even with your prayer being 0.

It is easier for some players to change back to normal via Astral Altar, by changing to Lunar Spells, and then back to Standard Spellbook, as it prevents players from having to go to the desert and having their prayer drained.

Reaching the pyramid

The altar that switches a player's spellbook between Ancient Magicks and the basic spellbook.

The quickest way to reach the pyramid is to use a Pharaoh's Sceptre (obtainable through the Pyramid Plunder minigame), and use the "Jaldraocht" Teleport. This places the teleporting player directly on top of the pyramid. The player can then simply walk through the doors, run down the stairs and enter via the tunnel at the back. Another way to reach this pyramid is to use a Camulet to teleport inside Enahkra's temple, climbing out of the temple, and running east.. Another method is by using Ali Morisanne's magic carpet fleet for transport to the Bedabin Camp or Pollnivneach, and running from there to the pyramid. A Slayer Ring can teleport the player to Pollnivneach. Also, if your player-owned house is located in Pollnivneach, you may use the teleport to house spell for quick access.

Ancient staff

After the player completes the Desert Treasure quest, he/she can buy an Ancient staff for 80,000 coins from Eblis, who is found around the circle of mirrors seen in the quest. The staff can only be bought once. However, it is tradeable between players. The ancient staff may also be bought on the Grand Exchange for 67,100 coins or it can be obtained as a drop from Mummies found in the pyramid or the Chaos Tunnels. While originally one of the few staves that could auto-cast ancient magic spells, the update on 2 September, 2009 changed this so that any player can autocast directly from the spellbook, rendering the original purpose of the ancient staff useless. Now, however, the ancient staff provides 10% bonus damage to any spell cast while it is equipped.


Whilst the teleport spells used in Ancient Magicks aren't as useful as regular magic teleport spells, the combat spells are quite powerful.

  • The Smoke spells are the only group of spells that can inflict poison damage to other players and NPCs.
  • Smoke Burst and Barrage are the only means of combat that can poison multiple targets at the same time.
  • The shadow spells can be used to lower the target's Attack level at which can be useful if the caster has low defence. Shadow Burst and Barrage are the only spells that can weaken multiple targets at the same time.
  • The blood spells can be a replacement for food because of their healing abilities. Blood Burst and Barrage are very useful because they can drain health from multiple targets at the same time, thus having a maximum recovery of 48 and 93 hitpoints in every cast.

These group of spells are commonly used by mage tanks in multi-combat PvP minigames such as the Tzhaar Fight Pit. They are also commonly used in magic only duels in the Duel Arena and other minigames such as Castle Wars and Fist of Guthix. The ice spells notably have the same effect as the Bind-type spells, as well as causing damage.

Thus, ancient ice spells are extremely dangerous.These spells are the most commonly used in the ancient spellbook because of their spell effects, damage, and price. The ice spells are commonly used in PvP minigames such as Bounty Hunter, Castle Wars, and Clan Wars because of their ability to freeze multiple opponents and cause damage at the same time. The miasmic spells are special spells that can only be cast if the caster is wielding Zuriel's staff . They are the highest hitting group of spells which have the ability to lower opponent's ranged and melee weapon speed which is very useful in long-term fights.

However, these spells are not commonly seen because few people have Zuriel's staff. Ancient Magick spells are commonly used in the Fist of Guthix minigame because of their ability to freeze, and the fact that free runes are given to the players before the game starts. The highest hitting group of spells are the miasmic spells, followed by ice, blood, shadow, and smoke.

Ancient Magicks is not allowed in Barbarian Assault.

Spell effects

The Ancient Magicks combat spells are divided into five categories; Smoke, Shadow, Blood, Ice, and Miasmic. Each categories has its own special effect along with the damage the spell would normally do. These effects are:

  • Smoke: Poisons the target for 2 or 4 damage (depending on spell).
  • Shadow: Temporarily reduces target's Attack level.
  • Blood: Heals the caster up to 25% of the damage dealt.
  • Ice: Freezes target on the spot for 5–20 seconds (depending on spell).
  • Miasmic: Slows down opponent's ranged or melee attacking speed by 50% for 12–48 seconds (depending on spell).

Combat spells

Note: All max hits are doubled in the While Guthix Sleeps quest's final battle. The max hits are out of date due to new magic boosting potions and magic damage boosting staves/wands.

Icon Spell Magic Level Runes Required Experience Max Hit Spell Effects
File:Smokerush.png Smoke Rush 50 2Death2Chaos1Fire1Air 30+ 13 Poisons target starting at 2 damage.
File:Shadowrush.png Shadow Rush 52 1Soul2Death2Chaos1Air 31+ 14 Temporary lowers target's Attack level.
File:Bloodrush.png Blood Rush 56 1Blood2Death2Chaos 33+ 15 Heals caster 1/4 of damage inflicted.
File:Icerush.png Ice Rush 58 2Death2Chaos2Water 34+ 16 Prevents victim from moving for 5 seconds.
File:Miasmic rush.gif Miasmic Rush 61 1Soul2Chaos1Earth File:Zuriel's-staff-inv.png 36+ 19 Slows opponent's melee or ranged attacks by 50% for 12 seconds. This spell can only be cast while wielding Zuriel's staff.
File:Smokeburst.png Smoke Burst 62 2Death4Chaos2Fire2Air 36+ 19 Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 2 damage.
File:Shadowburst.png Shadow Burst 64 2Soul2Death4Chaos1Air 37+ 20 Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level.
File:Bloodburst.png Blood Burst 68 2Blood2Death4Chaos 39+ 21 Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted.
File:Iceburst.png Ice Burst 70 2Death4Chaos4Water 40+ 22 Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 10 seconds.
File:Miasmic burst.gif Miasmic Burst 73 2Soul4Chaos2Earth File:Zuriel's-staff-inv.png 42+ 24 (26 because you must use a staff giving 10% to magic damage) Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 24 seconds. This spell can only be cast while wielding Zuriel's staff.
File:Smokeblitz.png Smoke Blitz 74 2Blood2Death2Fire2Air 42+ 23 Poisons target starting at 4 damage.
File:Shadowblitz.png Shadow Blitz 76 2Soul2Blood2Death2Air 43+ 24 Temporarily lowers opponents Attack level.
File:Bloodblitz.png Blood Blitz 80 4Blood2Death 45+ 26 Heals caster 1/4 of damage inflicted.
File:Iceblitz.png Ice Blitz 82 2Blood2Death3Water 46+ 29 Prevents victim from moving for 15 seconds.
File:Miasmic blitz.gif Miasmic Blitz 85 3Soul2Blood1Earth File:Zuriel's-staff-inv.png 48+ 28 (30 because you must use a staff giving 10% to magic damage) Slows opponent's melee or ranged attacks by 50% for 36 seconds. This spell can only be cast while wielding Zuriel's staff.
File:Smokebarrage.png Smoke Barrage 86 2Blood4Death4Fire4Air 48+ 27 Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 4 damage.
File:Shadowbarrage.png Shadow Barrage 88 3Soul2Blood4Death4Air 48+ 28 Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level.
File:Bloodbarrage.png Blood Barrage 92 1Soul4Blood4Death 51+ 29 Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted.
File:Icebarrage.png Ice Barrage 94 2Blood4Death6Water 52+ 33 Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 20 seconds.
File:Miasmic barrage.gif Miasmic Barrage 97 4Soul4Blood4Earth File:Zuriel's-staff-inv.png 54+ 32 (35 because you must use a staff giving 10% to magic damage) Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 48 seconds. This spell can only be cast while wielding Zuriel's staff.

Teleportation spells

Icon Spell Magic Level Runes Required Experience Notes
File:Lumbridge home port icon.png Edgeville Home Teleport 0 None None Teleports next to the bank of Edgeville free of charge. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes.
File:telepadd.png Paddewwa Teleport 54 2Law1Fire1Air 64 Teleports to the entrance of Edgeville Dungeon.
File:telesenn.png Senntisten Teleport 60 1Soul2Law 70 Teleports to the Digsite and Senntisten Temple.
File:Kharyrll Teleport icon.png Kharyrll Teleport 66 1Blood2Law 76 Teleports to Canifis. The only teleport that can be used in a POH portal that is not from basic spell book.
File:telelass.png Lassar Teleport 72 2Law4Water 82 Teleports to the top of Ice Mountain.
File:teledare.png Dareeyak Teleport 78 2Law3Fire2Air 88 Teleports to the ruins in the Wilderness.
File:telecarr.png Carrallangar Teleport 84 2Soul2Law 82 Teleports to the Graveyard of Shadows in the wilderness.
File:teleanna.png Annakarl Teleport 90 2Blood2Law 100 Teleports to the demonic ruins in the Wilderness.
File:telegho.png Ghorrock Teleport 96 2Law8Water 106 Teleports to Ice Plateau in the Wilderness.


  • Mind runes, Astral runes, Cosmic runes, Nature runes and Body runes are not used in the Ancient magicks spellbook.
  • The Ancient Magicks spellbook did not use earth runes before the Miasmic spells were added.
  • On the day of release, these spells had a glitch where every spell, along with the original effects, would freeze opponents.
  • If a player casts home teleport on a free world, they would be transported to Lumbridge instead of Edgeville.
  • Each Ancient Spell has a unique sound. [1]
  • Only combat and teleport spells exists in the Ancient Magicks.
  • Although you need level 50 Magic to use ancient spells, it is not possible to have them at 50 Magic, as Desert Treasure quest levels you up straight to the end of level 51.
  • The timing of Ancient Magicks teleports was improved on 9 November 2009.


  • RuneScape Game Guide
    • Magic - The Ancient Magicks

This article uses material from the "Ancient Magicks" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

The Ancients were worshiped as deities by the age-revering Klatooinian people. From the earliest period in their recorded history, the Klatooinians believed in the idea of strength through age, as exemplified by the Fountain of Ancients. This spectacular formation was considered a gift of the Ancients, inspiring them to tenacity, patience, and respect for tradition.[1]

After the Hutts made contact with the Klatooinians and signed them into servitude, the long-lived gastropods were identified with the Ancients. Millennia later, however, younger Klatooinians who wanted freedom from their Hutt overlords disputed this.[1]


Notes and references

  1. 1.0 1.1 Galaxy Guide 12: Aliens — Enemies and Allies

This article uses material from the "Ancients" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

Anyone got any threes?

The Ancients is the term used on the Transformer colony worlds of Velocitron, Jungle Planet and Gigantion to refer to the Transformers who sent their ancestors' colony ships out into space. Warp

Logically, the Four wise elders who sent the ships on their mission would be considered Ancients. Balance

Vector Prime and Logos Prime are also identified as part of the Ancients.

This article uses material from the "Ancients" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Traveller Wiki - Science-Fiction Adventure in the Far future


Status Major Race
Homeworld Unknown
Multi-world Empire
Canon yes
Reference Adventure 12 Secret of the Ancients

The Ancients were a major race or society whose civilization apparently ceased to exist many tens of thousands of years before the Vilani empire was established. The Ancients had technology whose level was apparently unmatched by the Imperium, and seeded sentient beings including Humaniti across various worlds of the galaxy. Available information about the Ancients has grown over the centuries as new excavations have been completed and as newly available artifacts have been analyzed.


The Ancients

Scattered throughout known space are the ruins of a civilization which once dominated this region of the galaxy. Early explorations by the Vilani thought each ruined site to be representative of a different race, but excavations and explorations soon showed that this was not so- they were all examples of the same civilization.

The antiquity of these sites (showed by various dating methods) gave rise to the term Ancients to generally describe this vanished race. All sites have been dated as established at around -300,000. The allowance for error in the dating methods is about 10,000 years: the conclusion is that the Ancient civilization lasted less than 20,000 years in total.

This Ancient civilization was wide ranging. Confirmed Ancient sites have been found in every sector of the Imperium, as well as throughout Vargr and Aslan territory. It is reported, but unconfirmed, that Ancient sites also occur with great frequency in Zhodani territory. The total number of confirmed Ancient sites visited by the Imperium is more than 200.

The Ancients never had a very large population. The planets they settled usually had only one, or at most a handful, of bases. Estimates of population vary, but do not exceed one million per world.

Some investigators believe that their high population worlds held billions, and that these were reduced to asteroid belts; that only low population worlds were not completely destroyed. Others counter that none of the evidence found in the asteroid belts confirms this.

If the asteroid belts created by the Ancients were worlds with populations in the billions or tens of billions, then total population of the Ancients at their height could have been in the trillions. If those worlds, like other Ancient sites, held no more than one million each, then the total population of the Ancients has been estimated at less than one billion.

The Ancient Homeworld

No one has found the Ancient homeworld.

Investigators always hope that the next Ancient site they discover will be the homeworld; theoretically there would be fossil evidence that the Ancients had evolved on such a world and the evidence would confirm the find.

Some propose that the search is futile: the homeworld was undoubtedly reduced to an asteroid belt during the Final War.

Others have at least conjectured as to what the Ancient homeworld would be like. They have analyzed the Droyne and determined that that race evolved on a small world (size 3 to 6) with a standard or dense atmosphere (6 or 8) and at least some water (hydrographics 3 +). They base this on the fact that the Droyne have wings and can fly if the world is small enough and the atmosphere dense enough. The requirement for water is dictated by the initial evolutionary needs as well as the continuing need for water for survival.

See also Eskayloyt

The Final War

The Ancients' civilization was destroyed in a cataclysmic war. Over a period of about 2,000 years, they fought with such ferocity that archeologists today work under a severe handicap trying to piece together the bits and fragments that remain.

The Final War was fought with technology far beyond that available to the Imperium, or to any civilization extant. Estimates place the resources used at tech level 25 or greater: a level virtually incomprehensible to those investigating the war.

The weapons of the Final War were brutal in their power. They were capable of great destruction; entire planets were reduced to asteroid belts by what must have been planet-buster bombs. In other cases, planetoids and small moons were seized, moved, and directed toward planets to obliterate what must have been bases, cities, and installations. Many worlds still bear the marks of such attacks.

The weapons of the Final War were also sophisticated. Entire worlds appear to have escaped unscathed from the war; only when an Ancient site is discovered does it become apparent that that particular site was the target of an attack. There is no evidence of misses, no pattern bombing, no random attacks. What was attacked was hit; high technology controlled the attacks.

Site Locations

Imperial studies of the reported locations of Ancient sites have produced some statistical data. The results are purely statistical, but point toward certain conclusions.

Overall, the frequency of Ancient sites declines with distance from a central point.

That central point is somewhere in the Spinward Marches.


The most striking aspect of Ancient technology is not its high level, but its diversity. Of the hundreds of Ancient sites which have been excavated and analyzed, each appears to express a different type of technology. It would be easy to take each site as a different culture or technology.

One site might use familiar screw fasteners, while another would depend on adhesives for the same tasks. Still others depend on rivets, or interlocking ellipsoids, or silicon plastic clamps.

One site might show evidence that it used silicon chip circuits; another performed the same function with fiber optics, still another used fluid dynamics, yet another used channeled heat transfer.

It appears that each site involved the near total re-invention of even basic technology as it was constructed.

Even writing, data formats, recording formats, systems and standards vary between sites. The high technology equipment is entirely compatible within a site, but rarely do artifacts from different sites show any ability to function together.

Genetic engineering

The Ancients had great capabilities as genetic engineers. They were capable of altering living matter to perform specific tasks or fill specific functions. Many life forms still exist today which have been shown to be the result of Ancient genetic tampering.


It has been fairly well established that the Ancients were responsible for transporting humans from Terra to a number of other worlds. It is estimated that humans were taken to more than a hundred worlds, with evidence of their presence on at least 90 worlds. On about 40 worlds, humans took root, surviving a period of barbarism before achieving civilization.

Once the Solomani Hypothesis (which theorized that all humaniti came originally from Terra) was accepted, it was a simple matter to analyze the gene pools available to each of the distinct human races found on worlds other than Terra. Those studies have concluded that the Ancients visited Terra many times, taking groups of between 1,000 and 10,000 humans to each of perhaps 100 planets.

The reason for Ancient interest in humaniti is unknown. Theories involving humans as slaves, assistants, workers, even as pets have been advanced, but there is not enough evidence to support any specific conjecture.


At approximately the same time that the Ancients snatched human samples from Terra, they took samples of dogs. Those dogs were genetically engineered to produce an upright posture, an opposed thumb, and intelligence.

Just as the reason for Ancient interest in humaniti is unknown, so is the reason for the Ancients interference in creating the Vargr.


Although the Droyne are well known as a race, and have been the subject of extensive research by academics, it is only recently that the relationship between the Ancients and the Droyne has been even partially understood.

The Droyne are known to be physically identical with the Ancients. That is to say, the known installations of the Ancients are physically compatible with the dimensions and requirements of the Droyne. Doors and furniture are best adapted to the limbs and sizes of the Droyne; ledges and balconies are compatible with the flying abilities of the Droyne; pictorial representations of Droyne can be found in many known Ancient sites.

What remains unknown is why the Droyne show no signs of having retained the superior technology of the Ancients.


In some cases, the Ancients have moved whole worlds. Their exploits in such matters were so great that even the Final War was unable to destroy them.

The Ancients created a rosette of five worlds at Tireeen(in the Vargr Extents). Five planets were shifted into points equidistant from each other in the same orbit and then transformed into identical habitats. Evidence as to what the worlds were like before the shift is lacking, so the degree of transformation is unknown, but even shifting worlds in their orbits consumes unbelievable amounts of energy, and the Ancients shifted at least four worlds in that system.

Each of the worlds has physical characteristics 484, which indicates that the worlds would be especially hospitable to Droyne. At least one of the worlds in the rosette was inhabited by Droyne when the system was discovered by Vargr in -2530, but they have since died out.

The Ancients also created a ringworld in the Leenitakot system of the Hinterworlds. Even their approach to building a ringworld puzzles the experts. It circles a dim M1V star at less than 30 million kilometers. The ringworld is a narrow band less than 100,000 kilometers wide, and the construction looks unfinished, without soils, atmosphere, or any provision for life to live on its inner surface. And even so, this small ringworld has an inner surface area equal to 25,000 Terras.

Black Globes

Rarely do excavations of Ancient sites produce working artifacts. One site proved to be a treasure trove with more than 2,000 operating black globe generators almost waiting to be installed in Imperial ships. Black globes typify the incomprehensible artifacts of the Ancients: each of the devices found is a small metal device measuring about 300 cm on a side with a shiny metal finish. Two minor discolorations on the surface are the on and off switches.

When the device is activated, it projects a black force field in a sphere around the device at a radius of about one meter. In the first experiments with the device,a researcher was cut in half by the force field when he touched the switch; in the second, it was activated remotely by a rod. Both of the black globes could not then be turned off because the off switch was inside the force field.

The black globe was adopted by the Imperial Navy as a form of armor, for its fighting ships. Using the many black globe devices found, the Navy has been able to produce crude duplicates of them, but researchers are still a long way from a good understanding of how these devices work.


Many theories about the Ancients have been formed based on the available evidence. The three or four major theories currently in vogue are:


The Ancients were divided into many different subraces, nationalities, tribes, or other groups, and that competition between these groups was a continuing part of their lives. High intelligence was natural to the Ancients, and as a consequence, their struggle against nature was an easy task; their struggles against each other was somewhat more difficult. In the end, the differences between their groups led to a genocidal war which extinguished the entire race.
This theory dwells on the Final War aspects of the Ancients.


Some event or series of events convinced the Ancients to leave this region of space for another. After the migration fleets were constructed, but before they left, the Ancients destroyed all traces of their present civilization. The Ancients still exist somewhere in the universe.
This theory explains the Final War as a sort of tidying up before departing. It explains in understandable human terms why the Ancients are no longer around, and expresses the fear that they might someday return.

Peaking Out

The Ancients' achievements in technology eventually reached their limit, and with that limit came a sort of racial depression. Having come so far, the Ancients found that they could go no farther, and committed racial suicide rather than face continued stagnation. The Final War was a sort of suicidal final project which involved everyone.
Some Ancients did not want to commit suicide; they were genetically altered to make them happier with a simple existence, and they are today known as the Droyne.
This theory assumes the cooperation of everyone in suicide. Some modifications have been proposed to make the Final War a conflict between the Suicidists and the Survivalists. As such, it is a refinement of the conflict theory.


As the Ancients expanded out into the universe, they encountered another culture as technologically advanced above them as they were above us. That superior race determined or predicted that the Ancients could become rivals or enemies to them at some point in the future, and decided to crush them before they did. The result was the Final War.
This theory accounts for the near complete destruction of the Ancients, but no one has ever found evidence that a culture superior to the Ancients ever existed.
This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author.
Supplement 8 Library Data (A-M)
– Adventure 1 The Kinunir
GURPS Traveller
– Adventure 12 Secret of the Ancients
This article has a secret.

This article uses material from the "Ancients" article on the Traveller wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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