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Immortals PF Redux

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    I I mmmm o or r  t  t aal l  s s o o f  f  M My y  s s t  t aar r aa 

    Introduction

    Ce dossier devrait être suffisamment expurgé pour être‗ player-safe‘. Il contient un historique complet de chaqueImmortel, soit tiré des différents suppléments concernantMystara (les sources sont citées pour chaque Immortel), soitimaginé par les auteurs du  Mystaran Almanac, AC 1016  

     présent sur Vaults of Pandius (mais restant cohérentes vis-à-vis du background général de Mystara). Son grand avantageest de rassembler des infos trop souvent dispersées pourraison d'édition étalée sur des années.

    Il décrit les immortels actifs en 1003 AC, soit juste avantWrath of the Immortals. Sa longueur m'a dissuadé de le

    traduire.

    Légende

    On trouvera, pour chaque Immortel.

    -  Son vrai nom, suivi des noms régionaux.

    -  Ses titres

    -   Niveau et Sphère

    -  Symbole

    -  Portfolio : quels sont les centres d'intérêts de

    l'Immortel et de ses suivants-  Endroits où il est vénéré. Ceci considère les endroits

    où une structure relativement importante existe.

    -  Apparence coutumière. Dans les cas où aucunedescription canonique n'existe, une conjecture est

     proposée.

    -  Histoire ayant mené à son IMortalité. Les mentionsLIKELY THEORY ou PROBABLE THEORYindiquent une invention des auteurs de l 'Almanach.

    -  Personnalité, plans et objectifs courants.

    Patron : qui a sponsorisé l'Immortel.-  Alliés et Ennemis

    -  Sources.

    Voici la liste des abréviations utilisées :

    AC10 Bestiary of Dragons and GiantsB1-9 In Search of AdventureB3 Palace of the Silver PrincessB4 The Lost CityCM7 The Tree of LifeCM8 The Endless Stair

    CoM Champions of Mystara boxed setDA1-4 Adventure modules of Blackmoor

    DDA2 Arena of Thyatis

    DotE Dawn of the Emperors boxed setDrMa # Dragon Magazine Number *DuMa # Dungeon Magazine Number *GAZ1 The Grand Duchy of KarameikosGAZ2 The Emirates of YlaruamGAZ3 The Principalities of GlantriGAZ4 The Kingdom of IerendiGAZ5 The Elves of AlfheimGAZ6 The Dwarves of RockhomeGAZ7 The Northern ReachesGAZ8 The Five ShiresGAZ9 The Minrothad GuildsGAZ10 The Orcs of Thar

    GAZ11 The Republic of DarokinGAZ12 The Golden Khan of EthengarGAZ13 The ShadowelvesGAZ14 The Atruaghin ClansHW Hollow World boxed setHWA1 NightwailHWA3 NightstormHWR1 Sons of AzcaHWR2 The Kingdom of NithiaHWR3 The Milenian EmpireImmSet Immortal set of rulesIM1 The Immortal StormIM2 The Wrath of Olympus

    IM3 The Best of IntentionsMS-1 The Blizzard PassMS-2 Maze of the Riddling MinotaurMstSet Master set of rulesM1 Into the MaelstromM2 Vengeance of AlphaksM4 Five Coins for a KingdomM5 Talons of NightOHP Orc's Head Peninsula (e-book)PC1 Tall Tales of the Wee FolkPC2 Top BallistaPC3 The Sea KingdomsPC4 Night Howlers

    PWA 1-3 Poor Wizard's Almanac 1-3RC Rules CyclopediaSCS Savage Coast SourcebookTTS The Tainted Sword (novel)WotI Wrath of the ImmortalsX3 Curse of XanathonX5 Temple of DeathX11 Saga of the ShadowlordX13 Crown of Ancient Glory

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    Liste des Immortels

    Légende 1 

    AL-KALIM 4 

    ALPHAKS (Hui Da-Zhi, The Roaring Demon) 4 

    ALPHATIA (Yao-Lan Zi) 5 

    ARIK (Arik of the One Hundred Eyes) 5 

    ASTERIUS (Belnos, Hermod, Kudesha, The Merchant,Murtijai, Zephyr) 6 

    ATRUAGHIN (Quetzalcoatl) 6 

    ATZANTEOTL (Ivaldi, Menlil, Skorpios) 7 

    BACHRAEUS (Apophis) 8 

    BASTET 9 

    BRANDAN EARTHSHAKER 10 

    BRINDORHIN 10 

    BRISSARD (Ba Pian — Shu) 11 

    CALITHA STARBROW (Tallivai the Rootmaker,Felidae, Barramundje, Mother Ocean) 12 

    CHARDASTES 12 

    CHIRON (Turlock) 13 

    CLÉBARD 13 

    COBERHAM SHADOWGLINT 14 

    CRETIA 14 

    DEMOGORGON (Angrboda, Goron, Gullveig, The Baneof Souls, The Dark Lady, The Lizard King) 15 

    DIAMOND (Sun Spirit) 15 

    DIULANNA (Arduinna) 16 

    DJAEA (Erda, Mother Nature) 16 

    EIRYNDUL (Eyris, Shaibuth, the Adventurer) 17 

    FAUNUS (Cernuinn, Fu Han Qing, Inuus, Lupercus,Silenus) 18 

    FORSETTA (Porewit) 18 

    FREY (Brian, Fredar, Jarilo) 19 

    FREYJA (Brianna, Fredara, Lada) 19 

    GARAL GLITTERLODE (Garl Glittergold) 20 

    GORM (Vali) 21 

    GUIDAREZZO (Guy d‘Aret, Brage, Guntyr)  21 

    HALAV (Redhair, Svetovid, Vidar) 22 

    HEL (Erel, Kala, Nyt, Hiisi, Marzanna) 23 

    ILMARINEN (Vainamoinen, Lemminkainen) 23 

    ILSUNDAL THE WISE (Ayodhya, Dain, Tiuz, the Guide,Laksman, Sita, Tapio) 25 

    IXION (Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu,Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father Sun, Tabak,Tubak the Lawgiver, Tyr, Warruntam, Xi-Yang) 25 

    KA THE PROTECTOR (Genjoo, Ka‘ar, Kalaktatla,

    Father Earth) 26 

    KAGYAR THE ARTISAN (Belsamas, Ka — Gar,Modsognir, Nin — Agar, Flasheyes, Pater, Ptahr) 27 

    KHORONUS (Fu Shi Liu, Naabu, Father Time) 27 

    KOROTIKU (Guan Zi — You, The Shapechanger, SaimptRenard, The Supreme Spider, Yehm) 28 

    KORRIGANS, The (The Nine Saviours) 29 

    KORYIS 30 

    LOKI (Bozdogan, Farbautides, Lokar, Veles) 30 

    LORNASEN 31 

    LOUP (Luup the Black) 32 

    MAAT (Mitra, Snotra) 32 

    MADARUA (Sif, Yarella) 33 

    MALINOIS, SAIMPT (Maleen, The Wereslayer, TheAvenger) 34 

    MÂTIN (Brother Shell) 35 

    MEALIDEN STARWATCHER (The Guardian, Milan,The Red Arrow) 35 

    MINROTH 36 

     NINFANGLE (Mahes, Nin Fang-Le, White Claw) 37 

     NOB NAR 37 

     NOUMENA (Cheimos, Kepher, Mimir, News, Nian-MaiSi-Xiang) 38 

     NYX (Nin-Hurabi, Na-al, Nicktu, Zargos, Night, OurLady of Darkness, Nu-Shi Hei-An, Nuptys) 38 

    ODIN (Wotan, Viuden, Taranos, Zephyr, Amon, He WhoWatches, Grammaton, Jumal, Oloron, Father Sky, Perun) 39 

    ORDANA (Mother Forest, Thendara, Breig, Tawnia, Uì)  40 

    PATURA (Hera) 40 

    PETRA 41 

    PFLARR (Jackal-Head) 42 

    PHARAMOND 43 

    PROTIUS (Ahti, Manadyn, Manwara, Nithys, Father

    Ocean, The Spuming Nooga, Old Man of the Sea) 43 

    RALON (Sister Grain) 44 

    RATHANOS (Ra) 45 

    RAVEN 46 

    RAZUD 46 

    SATURNIUS 47 

    SHAPER, THE 47 

    SINBAD (The Celestial Traveller) 48 

    SKULD 49 

    SOUBRETTE 49 

    TARASTIA (Pax Bellanica, The Judge, Var, Ta Lai Si-Fa) 50 

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    TERRA (Cay, Dun, Frigg, Maderakka, Mother Earth,Magna Mater, Marau-Ixuì, Mokosz, Mut, Sumag, Yamag,Yamuga) 51 

    THANATOS (Tha-to, Karr, The Grim Reaper, Old Nick,Father of Demons, Darga, The Eternal One) 51 

    THOR (Donar, Donegal, Tuatis, The General, TheThunderer, Dugong) 52 

    TIRESIAS (Dallbard) 52 

    VALERIAS (Ashanti, Biao Hun Xi — Ai, Girder-on ofWeapons, Hathnor, Isiris, Shaya, Sjofn, Vanu) 53 

    VANYA (Belbion, Faña, the Grey Lady, the Inquisitor,Matera, Varellya) 54 

    WAYLAND (Svarog, Volund, Vulcan) 55 

    ZALAJ (Bergelmir) 55 

    ZIRCHEV (The Huntsman, Leug, Uatumà) 56 

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    Note 1. List of the Immortals

    The list comprises all the Immortals active in the MystaranMultiverse that appear in TSR/WotC products for thissetting. The statistics relating to their level of power and tothe popularity of their cults are updated to 1003 AC, andwould have had to remain almost unchanged until 1009, thedates of the end of the campaign described in the Wrath ofthe Immortals manual and that begin the era of the Poor

    Wizard‘s Almanacs (1010– 1013 AC).Although all the Immortals, that have made an appearance

    in the various sets of rules and in the adventures published by TSR, are present, when it has been possible some of thelesser known Immortals have been incorporated into some ofthe more well known, assuming that the differences betweenthem are simply in the name with which the Immortal isknown by the different races (a technique that has already

     been used in the official supplements of TSR). As alwaysgood sense has prevailed, and when the unification was

     possible, it has been made; vice versa we had to resort to thecreation of new patron immortals for the world of Mystara.

    We advise the reader to carefully examine the knowledge ofthe accessories mentioned above, for developing their ownfinal judgement on the nature of the various Immortals

     presented there.

    AL-KALIM

    The Peacemaker, Patron of Ylaruam, Holy Prophet of the

     Eternal Truth, Patron of Tactics and Warfare

    Level and Sphere: 3rd (Initiate), Time

    Symbol: Silhouette of a palm tree that grows in the desertwith a rising moon on the background

    Portfolio:  The Eternal Truth (obedience and respect forlaws, honesty, justice, honour, goodwill, wisdom,

     prosperity), tactics and warfare

    Worshipped in:  Savage Coast (Gargoña and Saragón),Known World (Darokin, Ierendi, Ylaruam)

    Appearance:  An elderly human patriarch wearing poorclerical robes, with a firm outlook, wise and intelligent eyesand a long white beard. His second manifestation form is thatof a youthful dashing desert warrior with a hawk‘s nose an da well trimmed black beard, riding on a perfect Alasiyanstallion wielding his scimitar.

    History: Born in AC800 in one of the Alasiyan tribes ofthe desert, during the Thyatian and Alphatian occupation ofIX century Suleiman Al-Kalim spent his youth trying toreconcile the way of the desert warrior with the old teachingsof the dervishes who brought him up. In his adulthood he

     became a wise warrior-priest, and later was hailed as theleader of Alasiyan insurrection against the foreignconquerors. Using bright guerrilla tactics and his innateleadership skills, Al-Kalim was able to unite the tribes oneafter the other, and with their help, he started a liberation waragainst the Alphatians and the Thyatians that lasted for morethan a decade. In the end, the Alasiyans were able to throwthe invaders out of their borders and established the United

    Emirates of Ylaruam in 831 AC, a confederate nation whereall the tribal chiefs are led by a Sultan, a position held by Al-Kalim. In 835 AC Al-Kalim began a religious pilgrimagewith his faithful companion Farid that took him outside

    Ylaruam and up to the underwater mountain where he metthe Old Man of the Sea, who became his patron and sponsoron the path of the Dynast. When he came back to Ylaruam,Al-Kalim started preaching to his followers the teachings ofa new faith, the Eternal Truth, which Farid collected in theholy book named Nahmeh, a collection of wise parables and

     just laws. The Eternal Truth was based on two main pillars:the Dream of Justice and Honour to unify the tribes andmake them stronger in order to withstand the eventualdisappearance of Al-Kalim, and the Dream of the DesertGarden, the project to make the desert a more fertile landthat could rely upon itself and diminish the foreigners‘

    influence in Ylaruam. Al-Kalim retired from public life inAC 860, and later made up false news about his death to

     proceed on the path of the Dynast. He finally reachedimmortality in AC 1001, after securing his dynasty on thethrone of Ylaruam.

    Personality:  Al-Kalim is at the same time a mercilesswarrior and a merciful sage, a possessed dreamer and arealistic scholar. He is tolerant towards diversity and foreigncustoms, but he can prove stiff and unforgiving when itcomes to the safety of his protégés and followers and when

    his teachings are scorned. His followers act much the same,with the zealots reaching peaks of blind intolerance. He

     preaches unity among his faithful, the sanctity of life and the protection of nature (in particular of water as source of life),all teachings that come from an existence led in places wheredeath and drought are hated life companions. For this reasonall Alasiyans follow the Eternal Truth. Al-Kalim is a loyalally of Protius who sponsored his ascension, and he feels indebt towards the Old Man of the Sea, since he has not yetkept his promise to make the Alasiyan Desert a lush gardenin his honour. He is in perpetual conflict with Zugzul andRanivorus, which brought and still bring chaos anddestruction among the Ylari with their machinations and the

    use of their followers (Magians and Gnolls).

    Patron: Old Man of the Sea (Protius)

    Allies: Protius

    Enemies: Ranivorus, Zugzul

    Source: GAZ2, GAZ4, WotI, SCS

    ALPHAKS

    Hui Da-Zhi, The Roaring Demon)

     Patron of Hatred, Lord of Oppression, Bane of Alphatia

    Level, Sphere: 20th (Empyreal), Entropy

    Symbol: A white horned skull on a fire background shapedlike a phoenix

    Portfolio:  Destroy Alphatia and all Alphatians, hatred,vendetta, massacre

    Worshipped in:  Alphatia, Bellissaria, Esterhold, Isle ofDawn (Dunadale, East Portage), Alatian Isles, Known World(Thyatis), Norwold, Ochalea

    Appearance: A 10' tall horned roaring demon with huge black bat wings, holding a greatsword in his right hand and a

     barbed whip in his left one.History: Last emperor of Old Alphatia under the name of

    Alphas IV, his senseless thirst for power and over inflatedego led him to create a schism in the philosophical debates of

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    (creatures whose powers and goals remain unknown andwho are caged inside the Vortex Dimension) and this

     brought him to ultimate madness. Others say that Arikoffended some of the Hierarchs of the Spheres with a

     blasphemous act of challenge and got punished this way before he could risk the Multiverse stability. The truth is yetto be revealed. Arik could be the creator of Zargon, thedemi-immortal creature that caused Cynidicea's collapse andthat now sleeps under that city waiting for the time to be freeagain.

    The cult of Arik has almost disappeared from theMultiverse and now only some beholders (who are presumedto be his spawn) and some evil mad cultists (among whichthose living in the lost city of Cynidicea) still honour him.However Arik has always tried to come back to theMultiverse to get his vengeance and drive his enemiesinsane. Currently his efforts are focused on retrieving theEye of Arik, a powerful artefact he left on Mystara that could

     be used in a special ritual to break the chains holding him in prison. His immediate goal is to get new followers and thusnew fresh power to escape his prison dimension and maybetake with him the Outer Beings, bringing the Multiverse into

    a new order made of chaos and folly.Patron: Unknown [likely: Thanatos]

    Allies: None

    Enemies: All Immortals

    Source: B3, B1-9

    ASTERIUS

    Belnos, Hermod, Kudesha, The

    Merchant, Murtijai, Zephyr)

     Patron of Trade and Money, Patron of Communication, Protector of Merchants and Thieves

    Level, Sphere: 25th (Eternal), Thought

    Symbol: The moon (different cults can represent different phases of the moon) or a silver coin

    Portfolio: Trade, profit, communication, travel, cleverness,merchants, thieves, healing (only in Robrenn)

    Worshipped in:  Known World (Alphatia, Darokin,Thyatis, Karameikos, Minrothad, Ylaruam), Norwold, Isle ofDawn, Savage Coast (Robrenn, Dunwick, Vilaverde,Texeiras, Richland), Hollow World (Milenia, Nithiani,Traldaras)

    Appearance:  A stocky middle-aged man with jet-blackhair wearing an ancient robe, sporting a keen eyesight and anever present beguiling smile.

    History: Born in Blackmoor before the Great Rain of Fire,Asterius never manifested the love for technology of hiscontemporaries. Instead he dedicated himself to master thearcane arts and the thieving profession, and later he becameknown as a respectable trader also thanks to the liaisons withthe criminal organizations he had helped in his past. Thanksto his long journeys and the ancient artefacts he discoveredin his adventures, he was able to unveil the secrets of thePath of the Epic Hero and successfully completed it aroundthe 3200 BC, after destroying an Entropic artefact ofThanatos, the Spear of Destruction, with the epic weapon hecreated, the Crystal Dagger of Cymorrak (such was his

    mortal name), thus preventing the end of the Blackmoorcivilization way before the cataclysm.

    Personality: Asterius is extremely friendly and charmingat first sight, but he hides a dangerous side that never showsand which helps him taking his enemies by surprise toachieve his goals. He considers himself the universal patronof thieves and merchants because they are two sides of thesame coin, even though he despises the evil ones who actmerely for self gratification or for envy (and for this reason

    he hates Talitha with passion). He is also associated withtravellers and those who bring information, since knowledgeis a priceless good on Mystara. His most loyal ally is his old

     patron, Korotiku, and Asterius can count also Ixion andValerias among his friends, since they share his centuries oldcrusade against the common enemy Thanatos.

    Patron: Korotiku

    Allies: Korotiku, Ixion, Valerias

    Enemies: Thanatos, Talitha

    Source: HWA1-3, HW, DotE, WotI, SCS, HWR3

    ATRUAGHIN

    Quetzalcoatl)

     Father of the Atruaghin Clans, Patron of Good and

    Wisdom, Saviour of the Azcans

    Level, Sphere: 32nd (Hierarch), Matter

    Symbol:  Feathered serpent wearing a war bonnet ortomahawk and war bonnet

    Portfolio:  Atruaghin Clans, Azcans, diplomacy, wisdom, balance, truth, fighting Evil

    Worshipped in: Known World (Atruaghin Clans), HollowWorld (Azca)

    Appearance: A middle-aged copper-skinned human withwise dark eyes and a hawk's nose, wearing a war bonnetadorned with colourful plumes on his head. His secondmanifestation form is that of a 7 feet tall well-muscledwarrior surrounded by flames.

    History: Prince Atruatzin was born in the Empire of Azcain the Hollow World. After his father's death, he ascended tothe throne and ruled with wisdom and magnanimity.However, during his reign Atzanteotl, who had just attainedimmortality, started to send omens to the Azcans, and began

    to erode the power of the priests of Kalaktatla and Otzitiotl,urging a revolt against the nobles and the Tlatoani(Emperor). Eventually Atzanteotl's followers managed tostage a coup and they usurped Atruatzin's power, who wasforced to flee from the royal palace. Hunted down byAtzanteotl's priests, he escaped with his followers and soughtsanctuary in the depths of the earth, where they found thefabled city of the dead: Mictlan (in fact the old elven city ofAengmor, which Atzanteotl had built on the surface and laterdisappeared in the earthquakes caused by the GlantrianCatastrophe). But Atzanteotl sent here his followers,underground elves (Schattenalfen) that massacred Atruatzin's

     people in order to take control the city.

    Atruatzin again managed to flee and was helped byXochiquetzal, Queen of the Fairies, who held him with herfor some time, bestowing him with renewed youth. But

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    Schattenalf clan found Mictlan and they assaulted the citadel,killing all the humans living in the sacred temple of theirnew god, Atzanteotl. However, once again Atruatzin wasable to flee and found refuge in Xochiquetzal's court, thushidden from Atzanteotl's watchful gaze. Atzanteotl orderedthe Schattenalfen to rebuild the city, and when they endedtheir task, he caused great earthquakes that killed many ofhis followers, forcing the survivors to move away from thecity and find another place to settle. He then moved the citytowards the surface of Mystara without destroying it, and

     placed it floating on a lava pool beneath the Broken Lands,where it was later discovered and inhabited by humanoids,who renamed it Oenkmar and converted to Atzanteotl's cult.Meanwhile the fleeing Schattenalfen emerged first in thecaves of the Kogolor dwarves, beginning a vicious waragainst them. When Denwarf the golem was sent to help thedwarves and the elves were outnumbered, Atzanteotl guidedthe survivors to the grottos near the southern border with theEmpire of Azca, beginning the eternal rivalry that turned intoa perpetual state of war between the Schattenalfen and theAzcans, worshippers of the same immortal (somethingAtzanteotl enjoys beyond belief).

    Atzanteotl was later the sole responsible for the bloodyfeud between the Sohktari (manscorpions) and the Enduks(winged minotaurs) of Nimmur, and he managed to convincethe Sohktari clerics to strike the old Enduk allies in their

     back, in order to drive them away from Nimmur and conquerthe land for themselves. The Sohktari betrayed the Enduksand established Menlil (Atzanteotl's name in Nimmur) asleader of the new Nimmurian pantheon, thus earning Idu(Ixion)'s terrible curse that forces them to avoid directsunlight or be burned to death.

     Now Atzanteotl's master plan is the corruption of the wholeShadow Elves' and humanoid races. He wants to create a

    schism among Rafiel's followers and thus increase hisinfluence among the inhabitants of the underground ofMystara, hoping that one day all the outcasts livingunderground will emerge unite under his banner to bringutter destruction to the creatures living above ground.

    Personality: Atzanteotl is fascinated by the process ofcorruption and he especially loves to see how any kind-hearted person can fall into the abyss of Evil and regretthanks to his machinations, only to lose interest in that

     project immediately after and start looking for new ways tospread evil. His final goal is the complete annihilation of lifeon the outer world, and especially the destruction of allelves.

    Patron: Thanatos (who now considers Atzanteotl a deadlyrival)

    Allies:  None stable, sometimes allies with Hel, Idris andLoki for mutual goals

    Enemies: Atruaghin, Rafiel, Ilsundal, Ixion, Ka, Karaash,Halav, Bartziluth, Djaea

    Source:  GAZ10, GAZ13, HW, HWR1, HWA1, WotI,OHP, Dungeon magazine # 20 (as Skorpios)

    BACHRAEUS

    Apophis)

     Patron of Hatred and Vengeance, Patron of Medusas and

    Yuan-ti, Lord of Snakes and Poison

    Level, Sphere: 19th (Empyreal), Entropy

    Symbol: A green asp

    Portfolio: Vengeance, hatred, betrayal, poison, snakes andserpentine creatures (medusa and yuan-ti)

    Worshipped in:  Davania (Jungle Coast and MeghalesAmosses), Hollow World (Milenia, Nithia), Known World(Ylaruam)

    Appearance: A humanoid with serpents in place of hair,reptile yellow eyes and green scales covering his body,wearing an ancient Nithian tunic and the Pharaoh's symbolsof power (Crook & Flail) tightened in his fists.

    History: LIKELY THEORY: Apophis was the stepbrotherof Chardastes (son of the second wife of Chardastes's father),and ruled a small Duchy north of the river Nithia, while the

     brother had been granted the by his father the richer part ofthe kingdom on the banks of the River Nithia. Apophisenvied the young monarch's prosperity and fortune, anddevoured by hatred and lust for power, he planned aconspiracy to usurp the throne and get rid of Chardastes.Apophis paid a secret sect of murderers and slavers from an

    oriental province in exchange for the kidnapping of his brother. In fact he did not dare to kill him fearing to bringdown on himself an ancient divine curse. Apophis invited his

     brother to his palace to celebrate the anniversary of his riseto the throne, but during the travel the royal caravan wasattacked by the hired bandits in the northern wildlands.Thanks to the undead summoned by the attackers' wizards,the assailants took the royal guard by surprise and the

     bandits managed to capture Chardastes. After he was surethat the brother had been carried away and sold as slave in afaraway land, Apophis marched on the kingdom's capitalcarrying the news of the onslaught of Chardastes. Armedwith this information, he convinced the nobles and the armyto support his claim to the throne in order to unify the twoterritories. Thus he became King of Nithia. Apophis ruled forfive long years in constant fear of being discovered andexiled for his crimes.

    To prevent this, he created a rigid control over the noblesand bribed many generals, using his power to imprison ormurder all those who opposed him. Moreover, listening tohis Grand Vizier (a cleric of Thanatos), he began to create asecret army of undead warriors with the double purpose todefend the kingdom from any internal uprising and to declarewar against the neighbouring states, gaining new lands anddestroying potential threats to his rule. However, one fateful

    day Chardastes came back to the palace and demanded to bereceived by his stepbrother. When Apophis understood thathis position was in danger, he declared the stranger animpostor sent by the king of a neighbouring nation in anattempt to bring chaos in Nithia, and he tried to imprisonhim. Learning from previous mistakes, this time Chardastes

     proved more clever than the evil Apophis, and succeeded toescape with the aid of his ally, Maat. In the followingmonths, Apophis ordered a manhunt in order to find a jail hisstepbrother, but his search was vain. Also, he understood toolate that Chardastes brought with him more troubles than heexpected. In a short time, Nithia was besieged by the armiesof its neighbours supported by the magical troops supplied

     by the powerful Pflarr, who was helping Chardastes's rightfulclaim to his throne. Apophis mustered all the military mighthe had and decided to use his undead troops hoping toexploit the surprise factor. However, Chardastes had already

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     been informed of this army and was prepared. In the final battle the troops of Apophis were scattered, many soldiersdeserted and many conscripts refused to march against thefrightening constructs of the mighty Pflarr. Apophis was

     besieged in the royal palace, and had to face Chardastesdirectly, who humiliated the usurper in front of all the courtand the citizens. When he tried to flee, Pflarr himselfconfronted him, and after killing his Grand Vizier he tried toimprison the soul of the vile monarch. With one last spell,Apophis turned into a snake and in the ensuing confusionmanaged to avoid death at the hands of Pflarr. However, hedid not escape Pflarr's curse, which disfigured him andturned him into a reptilian humanoid, half man half snake, a

     perpetual testimony to his double nature of traitor andworshipper of Thanatos. Apophis wandered across the

     Nithian basin asking the gods' forgiveness for his sins, butevery time he was driven away or hunted down by thehuman tribes he approached. This poisoned his mindcompletely, so he started to pray the forces of darkness togive him the strength to survive and to exact his vengeance.

    Thanatos answered, and after exposing him to several trialsto judge his loyalty, he gave Apophis demonic powers

    turning him into a vengeful creature he renamed Bachraeus.He then led Bachraeus to the southern continent, where hesubjugated a large Neathar tribe and turned all his disciplesinto snakelike creatures like him (the first yuan-ti, medusaand weresnakes). This atrocity earned him a place in thesphere of Entropy in BC 1340. From that moment his culttook roots both in the Nithian Empire as Apophis, patron of

     betrayal and hatred, and in Milenia and the Davanian othercivilizations as Bachraeus, patron of medusa, yuan-ti andsnakes.

    Personality: Bachraeus is sly, envious and vindictive. Heenjoys bringing suffering to the living people as a sick kind

    of reprisal for all the grief he had to suffer. His extremefascination with poisons and pain earned him a dreadfullegend among mortals, and his followers try to imitate him inall his cruelty. He is the recognized patron of the medusa, themysterious weresnakes and the yuan-ti of the Jungle Coast,having sired this breed during his exile from the Nithia. He isalso patron of the venomous snakes, of the murderers and thetraitors in several cultures, and remains the greatest enemy ofChardastes, Pflarr and Maat (who humiliated him in hismortal life), while he can count on Thanatos and Ranivorusto further his diabolic schemes and his plans of destruction.

    Patron: Unknown [likely: Thanatos]

    Allies: Thanatos, RanivorusEnemies: Chardastes, Pflarr, Maat, Ixion

    Source: RC

    BASTET

     Patroness of Rakasta and Cats, Patroness of Instincts and

     Luck, The Lost Mother

    Level, Sphere: 15th (Celestial), Thought

    Symbol: Silhouette of a black cat

    Portfolio:  Rakasta, felines, luck, instincts, life, fertility, prosperity

    Worshipped in:  Savage Coast (Dunwick), Davania(Arypt), Isle of Dawn (Thothia & Thothian Plateau), HollowWorld (Nithia)

    Appearance:  A lithe and nimble female rakasta withsparkling emerald eyes and a black shiny pelt, wearing

     Nithian jewellery and a short-sleeved white tunic.

    History: Ba-steh was the familiar cat of a shaman of Kanamed Kum-rah. The relationship between the two was so

    strong and Ba-steh's devotion for her master so deep andutter, that Ka decided to award his follower's loyalty turninghis familiar into a woman, who then married him. The years

     passed and Ka decided to test Ba-steh to understand if shehad matured into a normal human being or was still ananimal inside. However, she utterly failed when she gavechase to a small mice inside the house, devouring it. Kawanted to turn her back into a cat, but then changed his mindto avoid making his shaman suffer.

    So he changed them both into a new race, and they becamethe first rakasta. With the passing generations, thedescendants more similar to Ba-steh became the RakastodonFatalis and those of Kum-rah' stock became the Cave

    Rakasta, ancestors of the modern rakasta breeds. In thefollowing years Kum-rah died for minor accidents, but hewas always so beloved by his patron that Ka brought him

     back to life nine times before he was finally admitted into theimmortal's paradise. At that point, Ba-steh was left alonetaking care of her pups. She started reading her husband'sscrolls and became more and more interested in themysteries of the universe, up to the point that she was able toundertake the path of the Polymath under Ka's sponsorshipand eventually became immortal at the dawn of the rakastacivilization. She then left Mystara to explore the Multiverse,discovering a world inhabited by humans similar to the late

     Nithians (probably the Egyptians of Laterre in the

    Dimension of Myth). There she got her first followers and became worshipped as a goddess under the name of Bast orBastet, and forgot about Mystara for a long time.

    Once the civilization of her worshippers crumbled, she leftthat world and returned to Mystara, discovering that herspawn had grown in numbers and breeds. She decided to

     become the patroness of the rakasta, and after dispersing partof her immortal energy to appease the Hierarchs of theSpheres and obtain their approval of her return to theMultiverse, she sided with Ka and Ninfangle as patroness ofthe Rakasta. She also got a cult of her own among the

     Nithians (the human civilization that more resembled the lost

    followers she had on the other world) as patroness offertility, luck and prosperity.

    Personality: Bastet is an unpredictable creature who lovesfreedom and savouring life to its fullness. She does not like

     brute strength, but she teaches his followers to fortify inorder to survive and defend themselves by exploiting theirinstincts. Bastet is extremely cautious, often lunatic andsavage, and she trusts only those who have shown loyalty inthe long time (like her patron Ka and Ninfangle).

    Patron: Ka

    Allies: Ka, Ninfangle

    Enemies: NoneSource: Dragon #247

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    BRANDAN EARTHSHAKER

     Patron of the Snartan, Patron of Progress and Conquest,

    Creator of the Earthshaker

    Level, Sphere: 3rd (Initiate), Matter

    Symbol: a fire red cogwheel

    Portfolio:  progress, invention, conquest, fire,technomancy, snartan gnomes

    Worshipped in: Davania (Vulcania)

    Appearance:  a gnome of martial aspect, with a goldenhelmet on his head, protected by a cuirass of mesh with awhite P incised on the chest above the image of a redcogwheel (the symbols of Snarta and Brandan).

    History:  PROBABLE THEORY: Brandan was a gnomethat lived in the Republic of the Similars (Vulcania) aroundthe III century AC. The greatest thinker and inventor, he wasthe first to willingly push into the Forbidden Lands, amountainous region near to the Republic that was believed to

     be inhabited by terrifying creatures of fire, in order to better

    study the proprieties of them that he regarded the nobleelement par excellence and exploit them to create newweapons that could give the victory to his compatriots in thewar against the other gnomish clans. During his explorationhe discovered the existence of fire elemental pupae,extremely docile but equally powerful elemental creatures,and after some constant experiments that the energy

     produced by them was able to power operatively many of hisdevices. Afterwards he came across an ancient Blackmoorianrelic, a sort of enormous self-propelled machine used by theGrunland elves as a means of transport and digging.Fascinated by the magnitude and the complexity of theartefact, spent the following ten years to studio it unable to

    reproduce the original construction plans. However, thesource of power that fed the machine was hopelesslycorrupted and Brandan was not able to understand theoriginal, not having studied the Blackmoorian nucleartechnology. Thus, with the ingenuity typical of the gnomes,exploiting the discovery of the fire elemental pupae andredesigned the machinery to make it function powered bythese creatures. After another five years of toil, Brandan wasin a position to repair the artefact renamed Earthshaker forthe incredible shakes that it generated all around. TheImmortal Garal admired his genius so much that he appearedand proposed a challenge: if he was able to reconstruct andrecover all the pieces of his invention for at least three times

    in three different incarnations, that would help him tocontinue on the path to Immortality. Brandan accepted andwas successively reincarnated as a gnome mage, fighter andcleric, and each time was able to again find the artefact,redesign it and make it function always in the same way. Atthe end of his efforts, exploiting all the knowledge learntuntil that moment, Brandan decided that for completing thePath of the Polymath he needed to do only one thing:creating a perennial monument to his genius. So he returnedamong his people and with the name of Dorfin succeeded tosoon become a powerful general of the republican armythanks to the martial skills acquired in one of his past lives.Guiding an expedition in the Forbidden Lands, Dorfin

    convinced his men that an Immortal by the name Brandanhad revealed to him the location of a powerful weapon, andhere he revealed the Earthshaker that he previously rebuilt.Using his soldiers for recovering other fire elemental pupae

    and new materials, Dorfin was in a position to upgrade theEarthshaker and finally make it move to his liking. Afterhaving placed his followers in the strategic points foroperating the machinery, Dorfin guided the Earthshaker tohis homeland, where victory after victory it became thesymbol of the hoi gnomes and was renamed Proboscidaemon(the symbol of the Snartan Empire is indeed a white ―P‖ in

    memory of the Proboscidaemon). The last act thatconsecrated Brandan to Immortality was the abolition of theRepublic and the institution of the Empire of Snarta (fromthe gnomish word for victory), proclaiming himself EmperorDorfin I in the VI century AC. After having destroyed theopposition of the old, Dorfin concentrated the Snartanresources in the construction of Earthshaker and in thecombining of some of them to create a true self-moving city,Snartapolis, his everlasting monument to his own greatness.It was at this point that, finishing his path, Brandan couldfinally become Immortal in the Sphere of Matter.

    Personality: From the moment of his ascension, Brandanhas been exclusively interested in the snartan gnomes,exhorting his descendents to a more aggressive military

     policy and to stimulate the technological and scientific

    research for the production of new Earthshakers.Unfortunately the secret of the technology of the Earthshakerhas been partially stolen by some rival gnome clans when a

     pair of Snartan artefacts fell into enemy hands, and this hasmade the war in Vulcania much more competitive. Brandanthinks that the Snartans need to have total control of theterritory for disposing of new resources with which toadvance their culture, and that war is the only means whichhe deems suitable to his aim. Due to his belligerent nature hehas entered into competition and in open contrast both withhis ancient patron Garal, who hasn‘t appreciated the

    escalation brought by the Snartans in the conflicts among theVulcanian gnomes, and with Zugzul, patron of the fire giants

    who is convinced that Brandan has stolen his protégées whoshould be his by right (the domination of the fire elemental

     pupae and Vulcania).

    Patron: unknown [presumed: Garal]

    Allies: none

    Enemies: Garal, Zugzul

    Source: CoM (as Brandan Earth – Mover)

    BRINDORHIN

     Patron of Halflings, High Hero and Protector of the Five

    Shires, Patron of Abundance

    Level, Sphere: 13th (Celestial), Time

    Symbol: A golden ear of wheat

    Portfolio:  Halflings (hin), patriotism, safety, family, prosperity, wealth

    Worshipped in:  Known World (Five Shires, Darokin,Minrothad, Karameikos), Alphatia, Davania

    Appearance: An elderly halfling with a noble appearanceand a still strong physique, with curly white hair and longgreying sideburns, clad in rich garments but barefoot, always

    smoking his favourite pipe and flashing an assuring andwarm smile.

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    History: Likely Theory: In BC 1500, besieged by the morenumerous Neathar tribes come from the north, Brindorhin'sfather Faranor led a great migration of halflings from theirhomeland of Brasol to the southern coasts of Brun, taking thesame path that a thousand years ago the elves of the secondmigration from Grunland had taken to reach Ilsundal.

    Faranor merely wanted to find a safe haven for his kinwhere to establish his new kingdom, and finally sailed acrossthe Addakian Sound, reaching the southern fringes of the

    Serpent Peninsula. Here they spotted some Sheyallia elvesliving in the jungles, and remembering well their goodrelationship with the elves of the past generations, Faranorconvinced his kin to settle there in order to profit from theelves' protection.

    Unfortunately, after a hin generation it became clear thatthe region was ripe with dangerous flora and fauna,

     belligerent Tanagoro humans encroached their lands andeven the elves did not behave that kindly towards them,refusing to aid the halflings when they hoped it. So afterfinding out the trail followed by the majority of Ilsundal'selves, Brindorhin took all the halflings under his guidance

    after his father's death and issued the Second Migration.After some months the hins built another fleet and sailedeastward, reaching the Five Shires region where they landed.In this land still untouched by humans Brindorhin found thesurvivors of the Glantrian Catastrophe, the friendly and

     peaceful elves of the Gentle Folk (Truedyl clan), and hefinally was convinced to have reached the promised land. Sothe hins settled in the region they renamed Deepland, livingside by side with the kind elves and building the Keep ofFaerdinel, where they amassed all their treasures.

    After resisting an orcish invasion in BC 1254 and repellingnumerous raids organised by Traldar pirates against theircoastal settlements, at the end of BC 1200 Brindorhin

    discovered an ancient Taymoran artefact in the southerngrottos and when he activated it, he found himself nearly 250years in the future. When he re-emerged from the caves, hediscovered the elves had vanished around BC 1000 and thata horde of humanoids from the north had invaded andconquered his homeland. Brindorhin immediately organiseda resistant militia and led the First Upheaval in BC 965-964,dislodging the humanoids and founding the new realm ofHindon. At this point, Khoronus contacted Brindorhin andexplained him what he needed to do in order to advance inhis path towards immortality in the sphere of Time.Brindorhin travelled again in the future and came back in BC915, when Hindon had been conquered by the dwarvishtyrant Loktal and renamed the Glittering Land. In BC 912,after years of skirmishes and intrigues, Brindorhin was ableto issue the Second Upheaval and to end Loktal's tyranny.The hins drove the dwarves and orcs from beyond theirmountains and founded the new kingdom of Shaerdon.

    Unfortunately, the hins' freedom lasted only ten years, because after Brindorhin left them they were not able to stayunited and divided they fell under the humanoids' incursions.During his last comeback, Brindorhin appeared as Gunzuththe Clanless and in BC 610 he led the hins to revolt againstthe human and humanoid invaders, after a century of clashesknown as the Time of Heroes that started with the Third

    Upheaval led by Coberham Shadowglint.Gunzuth was then appointed first Sheriff of Shaerdon,

    founding the town of Shireton and ruling the halflings withwisdom for over thirty years. Shaerdon became the Five

    Shires when Gunzuth divided it among his five sons in BC572, before resigning his position, and so the Shires wereformed. This final act granted him immortality in the Sphereof Time and he became one of the High Heroes, patron of theFive Shires and of the hins all over the world. After sometime, he sponsored Finidel, a human hero from Brasol, andhelped him attain immortality after founding a kingdomwhere the halflings left in Davania could live in peace withthe humans.

    Personality: Gunzuth is a merry but pragmatic immortal,deeply fond of traditions and laws. He loves life deeply andteaches his worshippers to enjoy the fruits of the earth andtheir job without trying to find cheap or unlawful ways togain more wealth. The greatest treasure for any halfling is infact the safety of his home and the love of his family.Coberham and Nob Nar are his two inseparable allies,together with his protégé, Finidel. He strongly opposes theimmortal patrons of goblins and orcs, remembering thesuffering that the hins endured at the hands of thesehumanoids before his rise to power.

    Patron: Unknown [likely: Khoronus]

    Allies: Coberham, Nob Nar

    Enemies: Karaash, Yagrai, Wogar

    Source: GAZ8

    BRISSARD

    Ba Pian—Shu)

     Patron of Domination and Slavery

    Level, Sphere: 10th (Temporal), Entropy

    Symbol: a chain prepared to form a horizontal ―eight‖

    Portfolio: domination, slavery, oppression, circumvention

    Worshipped in: Alphatia, Esterhold, Ochalea

    Appearance:  a robust human of pallid complexion, withviolet eyes and jet-black hair with blue highlights (the classic

     pure Alphatian), an expression of eternal cleverness and adeep and mellifluous voice, dressed in a short tunic and a

     pair of black trousers, with a whip at the belt.

    History: in life a cleric of Talitha given of incredible guileand charisma, applied the teachings of his Immortal untilachieving Immortality in the Sphere of Entropy about 630BC, ensuring that the cult of Talitha became a strong

     presence in the Alphatian Empire taking advantage of theconfused period of the civil war of unification. His cult wasthen enforced as one of the cornerstones in the formation ofthe new Alphatia, promoting slavery and the class divisionthat still characterises the Alphatian society. Brissard gets

     particular sympathy among the more arrogant and violentnobles of Esterhold and among the more able cheats andmanipulator.

    Personality: Brissard acts as one of the more crafty andenterprising Entropic messengers and negotiators, capable of

     bending to his logic and to his will any individual thanks tohis strength of will and to his distinct persuasive capacity. He

    is the patron of slavery and of mental and physicalenslavement, and any means is valid in order to dominateothers, whether brute force, deceit, perverse logic or

     blackmail. For this he is a fierce adversary of Saturnius,

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     patron of liberty, and tends to collaborate with severalEntropics for his own advantage, in particular with Talitha.

    Patron: Talitha

    Allies: Talitha

    Enemies: Saturnius

    Source: IM2, WotI

    CALITHA STARBROW

    Tallivai the Rootmaker, Felidae,

    Barramundje, Mother Ocean)

    Caretaker of the Sea Races, Patroness of Meditor and

     Aquarendi, Lady of the Seas

    Level, Sphere: 18th (Celestial), Time

    Symbol: A giant pearl enclosed in a mother of pearl

    Portfolio:  Oceans, lakes and rivers, travel, fertility, goodluck, sea elves, aquatic races, tortles

    Worshipped in:  Known World (Minrothad), Undersea,Savage Coast (Bellayne, Wallara, Tortle tribe lands)

    Appearance:  A charming elven maiden with shiningmother-of-pearl skin, clad with garments made of shells andsea plants, with a glowing star-shaped diamond embedded onher forehead and a trident in her hand.

    History: Calitha was born among the Aquarendi elves ofEvergrun, shortly after they left the sea to live among theirland-dwelling brethren. However, Calitha was alwaysfascinated by the peaceful magnificence of the ocean andfrom the eternal ebb and flow of the tides, and she soon grewnostalgic of the life her ancestors led under the sea. When

    she realized Blackmoor's technology was leading the elvesaway from the ways of nature, she started to promote areturn to the ocean life among her clan members, theelendaen. With the support of most of her brethren, shecreated a powerful artefact, the Pearl of Power, which helpedher travel to the bottom of the ocean to ask for Manwara'sforgiveness and help (original creator of the Aquarendi).Thanks to her efforts, most of the Aquarendi returned amongthe ocean waves in BC 3100 under the patronage ofManwara (Protius). Calitha left the Pearl of Power to herclan members who had chosen to remain on Evergrun(ancestors of clan Meditor) and was then contacted byOrdana, who saw the great potential Calitha had for

    immortality. She advised her not to abandon the Aquarendito Protius's inconstant care, and pushed by the need to protect them and assure their safety, she embarked on the path of the Dynast. Calitha travelled through time and helpedher descendants (both the Aquarendi and the Meditor elves)to survive the Great Rain of Fire and the followingearthquakes, and drove them from the southern hemisphereto the northern one, where they both built a new reign oftheir own both below and above the Sunlit Sea. Calithaearned immortality in BC 1730, and later, followingIlsundal's advice, she gave the Aquarendi the Frond of Life,using the identity of Tallivai, to use as a relic based onIlsundal's Tree of Life, while the Meditors were able to

    revive the Pearl of Power and currently use it as their clanrelic. From that day Calitha became the caretaker of allaquatic races (in particular sea elves) and of other landdwelling races, (she is revered as Barramundje among the

    Wallaras and as Mother Ocean by the tortles). She isconstantly trying to balance Protius's lunatic andunpredictable character to protect the sea civilizations.

    Personality:  Calitha's philosophy is called elendaen andshe considers ocean and the cradle of life, pushing herfollowers to exploit the bounties of the sea without harmingor impoverishing it. Calitha is a being and kind immortal,who is constantly trying to protect her followers and the seato make it a paradise where the races could live in harmony.

    Calitha protects the seafarers and she is also considered patroness of good luck and fertility by some cultures. She isa staunch ally of Ordana and friend with Ilsundal, Poluniusand Malafor (two immortal patrons of other aquatic races).On the other hand, she despises Saasskas, devilfish patronessof necromancy who is trying to corrupt the undersea races,and she cannot stand Slizzark, brutal patroness of the koprurace, due to her love for slavery and tyranny. She is also anopen rival (although not really an enemy) of Protius, who isconsidered too absent minded and egotistical, to imperviousto the sea races' pleas for help to be their true caretaker.

    Patron: Ordana

    Allies: Ordana, Ilsundal, Polunius, Malafor

    Enemies: Saasskas, Slizzark, rivalry with Protius

    Source: GAZ9, PC3, HW, WotI, SCS

    CHARDASTES

     Patron of Medicine and Healing

    Level, Sphere: 16th (Celestial), Time

    Symbol: A silver bell

    Portfolio: Medicine, healing, health, purification, learning

    and knowledgeWorshipped in:  Known World (Karameikos, Darokin),

    Ochalea, and Hollow World (Traldar lands)

    Appearance: A tall man with a noble posture, highcheekbones, deep black eyes, a receding chin and a snubnose, always clean shaven, wearing a long white linen robeof Nithian taste and holding a small silver bell in his lefthand.

    History: LIKELY THEORY: Chardastes was the Nithian prince who led the Traldar clan outside the Nithian bordersin BC 1500, settling then in the verdant southern lands and

    establishing the Traldar colony. A great scholar and wellversed in the healing arts known among the Nithians, he wasliterally fascinated by the secrets of the human body and thevital essence that flowed through it. Therefore he consideredlife the most sacred thing and worked to create various

     places of wisdom where he trained clerics and surgeons sothat his folk could count on wise men to cure their bodiesand purify their souls in times of affliction. By doing so heunwittingly stepped on the Path of the Dynast attracting theattention of Khoronus, and when he later discovered anartefact to travel in time, he understood that he could have

     become one with the Immortals. After helping hisdescendants in three different timeframes, he finally earned

    immortality in BC 1360.After the gnoll invasion in BC 1000, the Traldars were cast

    in an unprecedented dark age where only the legends on theepic deeds of Halav, Petra and Zirchev maintained a sense of

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    unity among the Traldars. For this reason the memories ofChardastes and the medical knowledge that had been passedgeneration upon generation among the Traldar surgeons weregradually lost by the later Traladarans.

    Only around AC700 Chardastes chose to appear to a peasant woman praying for healing in Marinelev, and hehealed her wholly, proclaiming that the Traladarans were onthe wrong path and should have prayed to him to getsalvation. From that moment his cult bloomed once again

    and it was later added to the cult of the Church ofKarameikos when the Thyatians conquered Traladara in AC900.

    Personality:  Chardastes is scrupulous, patient andcompletely obsessed by protecting life, which he holds as thegreatest mystery of universe. For this reason he hates deathand destruction with passion, and the outmost form ofaberration to his eyes (and those of his followers) isobviously undeath. He teaches his followers to protect life atall costs and to respect the natural life-cycle, and encouragesthem to study the secrets of the human body and soul to

     better understand their nature and cure them.

    Patron: Unknown [likely: Khoronus]

    Allies: Koryis, Chiron

    Enemies: Thanatos, Nyx, Orcus, Demogorgon, Leptar

    Source: B1-9, WotI

    CHIRON

    Turlock)

     Patron of Centaurs, Patron of Healers, Master of Arts,

    Guardian of Sylvan races

    Level, Sphere: 6th (Initiate), MatterSymbol: profile of a white centaur on a green background

    Portfolio: centaurs, sylvan races, arts, healing, knowledge,wisdom

    Worshipped in: Davania (Meghala Kimata), Isle of Dawn(Redstone), Known World (Alfheim, Ethengar, Wendar),Midlands

    Appearance:  a centaur (a being with the upper part of ahuman‘s body and the lower part of a horse‘s body) of silver

    skin, with a calm and wise facial expression, a long greyhead of hair and an uncultivated beard that covers his cheeks,

    chin and neck, that left showing his large thorax andmuscular arms and carries with him only a leather bag (inwhich there is supposed to be salves, potions and parchment)and a long staff.

    History: in life Chiron was a wise centaur respected by allthe sylvan races. Chiron had the gift of Immortality, possiblya divine heritage granted by Ixion, the father of the centaurrace, that according to the mythology was born of the unionof Ixion (the sun) with Nephele (a being of the air), andthanks to his longevity he lived to hand on to his children hisknowledge and invented poetry, music, medicine andaccumulated great knowledge in his library. One day

    however he assisted in a violent fight between a centaur anda human, and trying to placate it by some means, received aarrow imbued with mortal venom. Unable to die, he began tosuffer mostly by the venom that devoured his flesh, and

     prayed to the Immortals for aid. There was at that momentamong the celestial spheres an Immortal of Matter who wasslowly dying, and it was thus that Chiron gave his own lifeessence to save that Immortal, and at the same time finallydied. Later on, the same Immortal revived Chiron as a signof gratitude for his extreme sacrifice, and he undertook theway of Immortality that before he was precluded because ofhis nature, succeeding finally to become an Immortal in theSphere of Matter in the XI century BC.

    Personality: Chiron is extremely benign and wise, alwayshumane and quick to aid the needy and to disseminateknowledge. He is the patron of centaurs and sylvan races, ofhealers and of the teachers, of artists and all those that pursuewisdom and peace.

    Patron: unknown [presumed: Faunus]

    Allies: Djaea, Chardastes, Ixion, Ilsundal, Zirchev

    Enemies: Thanatos, humanoid Immortals

    Source: PC1, WotI

    CLÉBARD

     Patron of Renardy, Patron of Progress and Order

    Level, Sphere: 2nd (Initiate), Thought

    Symbol: a white lily

    Portfolio:  lupin, Renardy, order, patriotism, loyalty,fidelity, progress, nobility, family

    Worshipped in: Savage Coast (Dunwick, Renardy)

    Appearance:  a lupin of Renardois race of noble anddistinguished air, with grey fur speckled with black perfectly

     brushed and clean, a sharp muzzle, eyes that shine with

    intelligence and wit, dressed in luxurious regal clothes of pure silk, high boots of black leather, a crown on his head, a breastplate with the emblem of the white lily and a rapier tothe flank.

    History:  PROBABLE THEORY: during his mortal life,Clébard of Clairvault was an astute lupin in the service ofSire Claude d‘Ambreville. After the presumed death of hislord and the disappearance of Château d‘Ambreville in 896

    AC, Clébard left Glantri, seeing that he disagreed with thelaws of Glantrian succession that excluded Claude fromtaking his title. In the long odyssey together with his entireclan of lupin he arrived finally in Renardy, following the

    clues about the existence of a land populated wholly bylupin, and arrived here in 899 AC, while the kingdom ofRenardy fought its toughest battle. Assaulted by a horde offerocious goblinoids, the Renardois having already lost theirsovereign in battle and the southern part of their countrywhen the Glantrian lupins arrived in their aid, guided byClébard (who afterwards said in the end he had been ledthere by the visions of Saimpt Renard, of which he later

     became a fervent follower). Thanks to his own strategicability and to the military preparation of his clan, Clébardwas able to smash into the rear goblinoids and the front ofthe invasion therefore found itself trapped. Coordinating hisown actions with those of the Renardois noble leaders,

    Clébard succeeded finally to check the invasion and smashall the goblinoids, even if with remarkable losses. At the endof the war he was acclaimed by the population and managedto marry the daughter of the preceding sovereign,

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    guaranteeing to the nation a new dynasty strong in powerand added his symbol, the Fleur de Lis to the ancientheraldic coat of arms of the royals of Renardy (the goldenfox). Furthermore, based on strict accords during the war,many of his followers were married to members of the localnobility (so guaranteeing a closer control of the nobles),while his brother Richard claimed the western land to the

     border with Bellayne and founded there the Barony ofMarmandie, where he settled the clan of Clairvault. WhenClébard ascended to the throne, Renardy was still a kingdomof under developed provinces, but thanks to the progressive

     push of Clébard the nation became a true enlightened state,with a series of laws and codes that the sovereign assisted theunification of the ancient lupin traditions with the lawful

     principles that Clébard had learnt from Sire Claude. Afterhaving governed for over twenty years, introduced amongthe others the Renardois (derived from the Averoignese) asthe language of the middle and nobles classes (fact thatcontributed to change the name of the country from Renardyto Renardie) and had built numerous castles to fortify thenorthern borders, Clébard abdicated in favour of his first

     born Gaston in 928 AC and afterwards left the palace

    following the prophetic visions of his Immortal, decided toachieve Immortality. Thanks to the sponsorship of SaimptRenard (Korotiku) attained therefore the status of Saimpt(deified saints in the Renardois pantheon, according to thesame reform brought forward by Clébard) in 954 AC.

    Personality:  Clébard is a basis for comparison for thefaithful, and symbolises the modern lupin civilization,faithful to the laws and lover of order and peace. SaimptClébard preaches the respect of traditions and constitutedorder, fidelity to family and institutions, patriotism and thespirit of sacrifice. For her pacifist and modernist position heis not in accord with Saimpt Loup.

    Patron: KorotikuAllies: Saimpt Renard (Korotiku), Saimpt Mâtin

    Enemies: Saimpt Loup

    Source: SCS

    COBERHAM SHADOWGLINT

     Patron of Hins, Protector of the Five Shires, First Master

    Level, Sphere: 10th (Temporal), Energy

    Symbol: A black flame

    Portfolio: Halflings, magic, blackflame, mysteries,knowledge

    Worshipped in: Known World (Five Shires, Minrothad), Norwold and wherever a Crucible of Blackflame is present

    Appearance: A middle sized hin clad all in black, with anaura of blackflames flickering around him constantly whichobfuscates his features; the only unmistakable feature of hisvisage is his silver-sparkling eyes and his magnetic gaze.

    History: LIKELY THEORY: In life he was probably thefirst Hin Keeper who discovered the secret of Blackflameunder the Black Peaks Mountains, creating the first Crucible

    and harnessing the magical powers of Blackflame in the VIIIcentury BC. Thanks to the Blackflame powers, the hinresistance finally got the edge over the humanoids, and led

     by the brave and charismatic Gunzuth (Brindorhin) the hins

    finally earned their freedom in BC 610 at the end of theTime of Heroes. Later Coberham taught the mysteries ofBlackflame to a small cadre of loyal followers creating thefirst Hin Keepers and he became the most powerful mage ofthe whole area. He then proceeded to create a unique magicalnetwork all around the Shires to protect them by exploitingthe Crucibles of Blackflame. This way he finally succeededin his quest on the Path of Paragon and reached immortalityin the Sphere of Energy in the VI century BC.

    Personality: Coberham is as wise as he is silent. He lovesto ponder the deep issues of the Multiverse and to study allunique and innovative forms of magic. He never stopped toexamine the Blackflame and learn about its origins and

     powers, inviting all his followers to handle these mysterieswith care and secrecy. He's a loyal friend of Brindorhin, whoshared with him the epic deeds of the Time of Heroes, andfinds Nob Nar and Raven the perfect embodiment of thetypical merry and easygoing hin. He's got a deep respect forIxion and Noumena, although he cannot really count themamong his allies. His only enemies are the immortal patronsof orcs and goblins.

    Patron: Unknown [likely: Ixion]Allies: Brindorhin, Nob Nar, Raven

    Enemies: Karaash, Yagrai, Wogar

    Source: GAZ8

    CRETIA

     Patron of Jokes, Lord of Trouble and Chaos, Patron of

    War, The Troublestarter

    Level, Sphere: 16th (Celestial), Thought

    Symbol: a grinning face

    Portfolio:  chaos, jokes and dirty tricks, stealth, survivalthrough battle, war

    Worshipped in:  Known World (Ethengar, Glantri,Vestland)

    Appearance:  a human with sallow skin, always intent toget about and to smile, with darting black eyes and oftenexaggerated and farcical movement, he is much attached tohis clothes made up from a patchwork of many styles,materials and colours, and a rapier at his belt.

    History: during his mortal life, Cretia was an astute fighterand an able cheat among the ancestors of the Ethengariansduring the age of Blackmoor. Following the Great Rain ofFire, the people of Cretia were forced to endure many lossesand great were his hardships and the privations suffered.Despite that, Cretia considered the cataclysm a positive fact,since it had swept away the Blackmoorian culture, whichwas becoming corrupt and positively indolent since it was

     based on a rigid system of laws. A society too rooted in order became stagnant and avoid the final consequence that would be its destruction, while his people were able to survivethanks to their adaptability and versatility to the situationsand to climate. Cretia helped his own people to overcome the

    difficulty of that dark period and succeeded to becomeImmortal with the consent of Korotiku around 2850 BC.

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    Personality:  Now Cretia is totally dedicated to the philosophy of Chaos, which for him represents the only wayfor avoiding the corruption and the stasis generated byOrder. Concentrating in a particular way his attention on theEthengarians, creating every now and then problems and

     place obstacles on their road for spurring them to adapt to thediversity and to remain active and prosperous. He isworshipped by the Ethengarians as the bringer of Chaos and

     jokes, and is further the patron of war intended as aninstrument of last change. Today he is trying to expand his

     philosophy into the lands of the North, where he clashedwith the absolute order imposed by the will of Vanya andForsetta.

    Patron: Korotiku

    Allies: Eiryndul, Korotiku, Ixion, Terra, Raven

    Enemies: Forsetta, Vanya

    Source: GAZ12, WotI, X3

    DEMOGORGON

    Angrboda, Goron, Gullveig, The Bane of

    Souls, The Dark Lady, The Lizard King)

     Patron of Necromancy, Patroness of Corruption and

     Diseases, Patroness of Witchery

    (Note: Demogorgon has two personalities, male andfemale, that co-exist in the same soul and body)

    Level, Sphere: 30th (Eternal), Entropy

    Symbol: A black pentacle on red field

    Portfolio:  Necromancy, witchery, diseases, corruption,destruction, lizardkin and reptiles

    Worshipped in: Savage Coast (Ator), Davania (Addakia,Jungle Coast, Izonda, Meghales Amosses), Hollow World(Malpheggi), Known World (Cynidicea, Darokin, NorthernReaches), Norwold

    Appearance: A 18 feet high creature with two monkey'sheads atop a pair of wiry necks, two long tentacles instead ofarms, with scaly torso and legs, a long forked tail and a

     brown spinal crest.

    History: LIKELY THEORY: Demogorgon's backgroundis shrouded in mystery like that of the most ancientimmortals. Some says she's a force of nature like Thanatosand Hel, the embodiment of evil of the sphere of Entropy.Other rumours say she was a reptile being (maybe acarnifex) that reached immortality under Thanatos'ssponsorship after corrupting her own race, cursing all her kinto extinction or exile out of Mystara before the coming of thehuman race.

    What is known for sure is that she's been around way before the Great Rain of Fire, that she's got a liking innecromancy and witchery and all the reptile races, and thatshe's got a double soul and double aspect: as female she's

     patroness of corruption, deceit and witchery; as male, he's patron of necromancy and destruction.

    During the IV century AC, Demogorgon devised a plot tospread the Entropic influence over the eastern part ofDarokin, but thanks to the timely intervention of a boldgroup of servants of Valerias, Ixion and Maat her plot wasthwarted. In the end, her Temple of Evil was assaulted and

    she got trapped there in her mortal ID along with herfollowers by powerful magics cast by good priests andartefacts. Nowadays after 700 years she's still trapped in thattemple which lies in the southern area of the Orclands, andshe waits there to be freed by some of her followers or someother unwary adventurer looking for the secret treasures ofher temple.

    Personality:  Despite her detention, she has always beenable to grant her followers their power thanks to some

    immortal artefacts, and constantly sends her wail for help toher priests. They know they must find her to get the mostimportant reward, but so far nobody has ever succeeded

     because of the powerful immortal spells that conceal her prison to scrying and divination attempts.

    Demogorgon not only opposes the immortals of Law andGood, but she's in open competition with Orcus and Alphaksfor the crown of Absolute Lord of Destruction. She considersher rivals too brutish and savage, devoid of the necessarymalice and cunning useful to corrupt the mortal souls and

     bring the annihilation of the living beings to its completion.In her opinion, Alphaks and Orcus concentrate too much on

    the physical aspect of destruction, while she wants to breakthe mortals' soul too to do a perfect job.

    Patron: Unknown [likely: Thanatos]

    Allies: Sometimes collaborates with Thanatos and Nyx

    Enemies:  Ixion, Valerias, Maat, Ka, Diamond, Orcus,Alphaks

    Source: Immortal set, WotI, SCS

    DIAMOND

    Sun Spirit)

     Lord of all Lawful Dragons, The Sun Dragon

    Level, Sphere: 16th (Celestial), Matter

    Symbol: A crown that resembles a snake swallowing itstail, with a huge diamond set on the snake's head

    Portfolio:  Lawful dragons, order, wisdom, justice,tolerance

    Worshipped in:  Norwold, Wallara Tribelands and allLawful draconic communities of Mystara

    Appearance:  A huge dragon with noble posture andcommanding gaze, covered by scales that look like

    multifaceted diamonds that shine more brightly whenexposed to light, giving his body a stark white colour and

     preventing anyone to stare directly at him without being blinded for more than a few seconds.

    History: Diamond was born the child of a gold dragon andan eldar (ancient forefathers of the dragons, now extinct) andhe was confined to a human shape by his parents in order to

     protect and save him from those same renegade dragons thateventually killed his family. Under the identity of ThelvynFoxeyes, oblivious to his own heritage, he grew among theFlaems as a simple peasant, and in the last decades of the Vcentury AC he became involved in the war against the

    renegade dragons that threatened his homeland. After a longquest that carried him throughout the continent of Brun, heretrieved a fabled Blackmoorian artefact (the DragonlordSuit) in the lost outpost of Dragonwatch, and this allowed

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    him to become the second Dragonlord of Mystara. Thanks tohis new powers, he was able to defeat the renegade dragonsand later he prevented an all-out war between Alphatia andthe Norwold dragons, that could have wrought havoc acrossall the Known World. Finally, after travelling to the GreatOne's homeplane, he discovered the truth about his originsand turned into his original shape, that of a gold dragon,

     becoming a King among the Mystaran dragons ofWyrmsteeth. When a few years after a powerful entityorganised an all-out invasion of gemstone dragons toconquer Mystara, Thelvyn led an army of dragons againstthe invaders and repelled them, killing their Overlord. Afterthis last epic deed, the Great One acknowledged to raise himamong the immortals, and in AC 500 he became Diamond,the current Sun Dragon, patron of Lawful dragons and ofwise and benevolent mortals. Around AC 1001, Diamondwas challenged and defeated by the new Master ofDracology, Prince Jaggar von Drachenfels. Prince Jaggar,however, decided to spare Diamond's life, abstaining fromthe chance to gain immortality, but thus gaining an ally forlife.

    Personality:  Diamond is patient and has a great deal of

    goodwill, always ready to mediate and talk, but only whenhe finds somebody who is willing to talk. If otherwise hefinds that somebody is lying or cheating on him, his wrathcomes as unexpected as lethal. He is deeply irritated by thosewho lie, cheat or deceive the benevolent people and his

     punishment is always swift and merciless (and he teaches thesame to his followers). He is a loyal ally of the Great Dragonand Ka and likes Terra's companionship, since she hasalways shown her admiration towards the draconic race. Onthe other hand, he despises Pearl and secretly oversees heractions.

    Note: The draconic immortals (Sun, Moon and Star

    Dragon and the Great One) are replaced by other candidateswhen the previous ones die, so that position in the draconic pantheon is never vacant (otherwise the universal balancecould be altered).

    Patron: The Great One

    Allies: The Great One, Ka, Terra

    Enemies: Pearl

    Source: WotI, Master and Immortal set, OHP

    DIULANNA

    Arduinna)

     Patroness of Will and Courage, Patroness of Hunting

    Level, Sphere: 18th (Celestial), Thought

    Symbol: a spear stuck in a rock

    Portfolio:  courage, force of will, perseverance, hunting,liberty

    Worshipped in: Savage Coast (Robrenn), Davania(Thyatian Hinterlands, Pelatan), Known World (Thyatis)

    Appearance:  a young woman with a serious expression,nearly severe , with clear skin and long fiery red hair,

    dressed in a short hide tunic, a loincloth, a pair of ankle boots of leather and a hair band made from a lion‘s pelt, and

    in her hand a short stone-tipped spear (a typical Thratianlook).

    History: Diulanna was born around the XIX century BC inthe Davania continent from a Neathar tribe that, mixed withthe Antalians deportees in this region by the Nithians in 1000BC, who later gave origin to the Thratians (the actualinhabitants of the Thyatian Hinterlands on the northern coastof Davania). Diulanna was always a rebellious spirit, givenof an uncommon strength and will, was engaged to resist therigid traditions of her people until becoming an independentcharacter, refused to submit to the men and finally gainrespect for her own values. Korotiku admired herdetermination and her ability of rebelling against theschemes, and he favoured her ascension among theImmortals of Thought around the XVIII century BC, afterepic deeds against the lizardmen that lived in the north ofDavania, who were exterminated or forced to flee to the west(going to end in the Amalur Lowlands) and to the south (herethe survivors became with time the sis‘thik of the MeghalesAmosses desert). Afterwards, Diulanna inspired herdescendents to her veneration, and around 1000 BC a groupof priestesses devoted to her led an expedition from Brasoltowards the western part of Davania, where they settled andfounded the Matriarchy of Pelatan, a nation dominated by

    Amazons and priestesses of Diulanna and of the other femaleImmortals. It was then Diulanna to sponsor the rise toImmortality of the intrepid Karaash, surprised by hisindomitable will and great combative ability, and afterwardsextended her support also to the Thratian and Robrenniancultures.

    Personality:  Diulanna is the patroness of will, courage,freedom of action and thought, especially among theminorities, persisting in particular against the oppressivemachismo of which Rathanos makes himself the bearer.Diulanna is a wild and free spirit, and asks greatdetermination and sacrifice of her followers for not everformerly submitting to the injustices and to the will of the

    despots. Diulanna also greatly loves the hunt, of which she isthe ritualistic patroness for various cultures. Her mostfaithful allies are Tarastia and Patura, to her are closely tiedas they admire her determination and since have in commonthe hatred against Rathanos, and his mentor Korotiku, whiledespising Rathanos and every Immortal that threatens thecultures she protects.

    Patron: Korotiku

    Allies: Korotiku, Tarastia, Patura

    Enemies:  Rathanos and any Immortal that threatens thecultures she protects

    Source: DotE, WotI, HW, SCS

    DJAEA

    Erda, Mother Nature)

    Shield of Worlds, Patroness of Natural Balance

    Level, Sphere: 34th (Hierarch), Matter

    Symbol: A big white stone with a serpent coiled around it

    Portfolio:  Respecting nature and life, balancing the

    ecosystem, survival of the worlds and of the living races,druidism

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    Worshipped in:  All around the world (especially Brun,Davania and Skothar where druidic orders are wellestablished), Hollow World, even on other planets in thePrime Plane and on some outer planes

    Appearance: A charming lady with dark complexion thatis still in her primer, with a long white tunic of ancient style

    History: Born among the Neathar tribes who lived on thefringes of the Blackmoor Empire, Djaea soon became well

    versed in the arcane arts and refused to follow the alluringway of the Blackmoorian technology. Djaea kept herself andher protégés at wide berth from Blackmoor's shadow, notliking the way it was changing and corrupting the world, andthis attitude never changed during her whole life. She wasway ahead in her path of the Polymath when Blackmoor

     blew itself up in the Great Rain of Fire. She managed tosurvive, but she was deeply shaken by the devastation thatshe witnessed in the world around her.

    After saving numerous tribes from an untimely extinction,she became immortal around BC 2930, and from thatmoment on she swore she would have done all to protectnature and the living races from utter destruction. She began

    then to teach some enlightened souls the Way of Nature, andthey learnt how to respect the natural balance between theforces of the universe, to protect nature in all its aspects asthe cradle of life. This way she introduced druidism onMystara for the first time, and her worship grewtremendously with each passing century, bringing her on thetop level of the immortal hierarchy.

    Personality: Djaea (or Mother Nature, as many calls her)is not linked to a particular element, but preaches the respectof all the forces present in nature. She tries hard to get all theinformation‘s she can gather on the nature of the Multiverseto understand it better, and encourages her followers to do

    the same on a smaller scale. Djaea doesn't like to actinstinctively and always try to recollect her mind beforetaking action. She's terribly worried of all the negativerepercussions that a hasted decision could bring to theenvironment, and for this reason she's always trying tosuggest a path that will involve the less possible danger forliving species and worlds. This is why is often accused of

     being slow and meditative. She greatly respects Khoronusand the two have become a pair (Father Time and Mother

     Nature). She also cooperates often with Terra, sharing herlove for the living species. She's a fierce enemy of anyimmortal who tries to bring destruction or to alter theuniversal balance.

    Patron: Terra

    Allies: Khoronus (her mate), Terra

    Enemies: Thanatos and all immortals of destruction

    Source: WotI, Immortal set

    EIRYNDUL

    Eyris, Shaibuth, the Adventurer)

     Patron of Cleverness, Patron of Shiye-Lawr, Patron of

     Adventure

    Level, Sphere: 20th (Empyreal), EnergySymbol:  A row of white teeth smiling on black

     background

    Portfolio:  Sylvan creatures, elves, illusion, deceit,cleverness, tricks, amusement, curiosity, adventure

    Worshipped in: Alphatia, Immortal's Arm (Aeryl), SavageCoast (Eusdria, Herath), Hule & City-states, Isle of Dawn(Redstone), Midlands

    Appearance:  A tall elf with long silver hair and a verysmart outlook, clad with royal robes and wearing a goldencrown engraved with frolicking sylvan beings.

    History: Eiryndul was a skilful strategist and a talented elfwizard during the reign of Ilsundal in the Sylvan Realm(2100-1800 BC). Ousted because of his swift tongue and

     boisterous attitude, and especially because of his constant pranks let alone of his insufficient martial skills, he ended up befriending the sylvan creatures that lived in the forest. Heeventually left the elven settlements and chose to live amongthe dryads and centaurs, furthering his magical studies whilewaiting for the opportunity to get a revenge on the elves thathumiliated and exiled him. When he discovered a way to

     become immortal, he quickly undertook the Path of theParagon under protection of Rathanos. However, during histrials he abandoned all his bad feelings and purposes of

    vengeance against his people and he became more thoughtfuland merry, even if he still disliked Ilsundal's boring

     philosophy. As part of his path towards immortality, heconvinced a small fraction of his former clanmates (theyoungest and most adventuresome elves) to follow him on amysterious trek towards a new heaven he had discovered,where they could have been free from the short-sightedrestrictions of Ilsundal's lot. Thanks to his magics hetransported them to Darkwood and they settled on the shoresof Lake Tros, where he had already built a small village.Here he modified the surrounding area by opening breachesinto reality and by imbuing the forest with the magic ofIllusion, thus transforming Darkwood into a unique place.

    He later bested the most powerful spellcasters of the region,who threatened his pupils and his dreamland. He dideverything he was asked by Rathanos to complete his pathand was finally able to become immortal around BC 1200after crafting a powerful artefact that he left on the bottom ofLake Tros as a relic for the new clan he had established, theDaendur. He later appeared to all the other elvencommunities of Brun which lived in the Savage Coast andthe Immortal's Arm, recruiting new worshippers also amongthe mysterious aranea of Herath (true masters of Illusion andDeceit) and thus increasing his power.

    When Mealiden Starwatcher (Ilsundal's protégé) led the

    majority of the Sylvan Realm's elves eastward using theRainbow Bridge, Eiryndul saw a great opportunity to lure hisformer clan, the Shiye, away from Ilsundal's influence. Withclever words he convinced the Shiye leaders to abandonMealiden during the crossing and he guided them beyondBrun's eastern coasts, making them settle in the centralforests of the Alphatian continent, where in BC 800 theyfounded the Kingdom of Shiye-Lawr. These elves,influenced by Eiryndul's teachings, became more mysterious,independent, sly and dangerous than those of Alfheim.

    Personality:  Eiryndul likes to taunt the other Immortals

    with pranks and tricks carefully planned to embarrass themwithout hurting them, and he indulges in these jokestargeting especially Mealiden and Ilsundal. He is alsofamous for his romantic escapades both with mortals and

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    immortals, and for this same reason he has a heated rivalryagainst Valerias, guilty of refusing more than once hisadvances and ridiculing him in front of the other immortals.To avenge himself he sponsored Kythria, a young immortalso similar to Valerias in many ways and a former cleric ofthe goddess of love, whom the goddess had repudiated out of

     jealousy. He is also in competition with Harrow, a youngimmortal of the Nightmare Dimension who hindered his

     plans too many times and is now threatening his authority onthe Daendur elves. Harrow is also an ally of Loki in Hule,and Eiryndul considers this the worst of his sins, since Lokirepresents the negative face of Eiryndul: an immortal whouses cleverness and deceit to bring destruction.

    Patron: Rathanos

    Allies: Faunus, Korotiku, Zirchev, Kythria

    Enemies: Loki, Harrow, Valerias

    Source: DotE, HW, WotI, SCS, OHP

    FAUNUS

    Cernuinn, Fu Han Qing, Inuus, Lupercus,

    Silenus)

     Patron of Drunkenness and Fun, Patron of Instinct and

    Sexuality, Keeper of the Sylvan Race

    Level, Sphere: 11th (Temporal), Matter

    Symbol: a tankard carved from a ram‘s horn

    Portfolio: sylvan races, animals, instincts, sexuality,drunkenness, revelry, hedonism, poetry and music

    Worshipped in:  Savage Coast (Robrenn), Davania(Meghala Kimata), Hule and Hulean city-states, Isle of

    Dawn (Redstone), Hollow World (Milenians, Traldar),Known World (Alfheim, Thyatis), Ochalea

    Appearance:  a classic satyr or faun (humanoid with ahairy body, with a human head and torso, a goat‘s legs and

    tail and a pair of small horns on the temple) his aspect can behat of a young stately and captivating person or that of anold, fat drunkard.

    History: Faunus is an ancient Immortal, so much so that hehas forgotten his origins. The only thing he remembers is ofhaving been a goat being magically changed to be moreintelligent and more useful to his creators (probably theCarnifex). With time his intelligence and conscience grew

    until making him a sentient and independent being, besides being extremely long-lived. So, after having spent a large part of his life eating and drinking, delights in the poetic artsand in those virtuosos, was able finally to undertake the paththat conducted him to Immortality in the Sphere of Matter.His descendents are the actual satyrs (also called fauns orsileni).

    Personality: Faunus is an Immortal interesting only in hisown welfare and the protection of woodland creatures aswell as herds. He doesn‘t have ambitions of power or evil

    intensions: he is the incarnation of animal urges and thesurvival instinct. Faunus loves enjoying himself andsatisfying any desire, and invites his followers to do likewisewith free spirit, enjoying the pleasures of the flesh andharnesses music and song as means for freeing the spirit andthe instincts. Faunus is a good friend of Eiryndul (who shareshis wild spirit and the love for the sylvan races), of Zirchev

    and Chiron (protectors of the animals and inhabitants of theforest) and often finds an ally in the young Palson, lover ofmusic and passions.

    Patron: Terra

    Allies: Eyrindul, Zirchev, Chiron, Palson

    Enemies: none

    Source: HW, WotI, SCS, HWR3

    FORSETTA

    Porewit)

     Patron of Law and Justice, Patron of Loyalty, Patron of

    Vestland

    Level, Sphere: 9th (Temporal), Matter

    Symbol: A golden sceptre with four rubies set on its head

    Portfolio: Justice, Law, obedience and loyalty, truth, protecting Vestland

    Worshipped in:  Known World (Northern Reaches),

     Norwold

    Appearance: A tall blonde Norse with a noble and calmattitude, wearing a white plate mail and holding a polishedround shield with his left arm and a golden sceptre with fourlarge rubies (symbol of the Law) in his right hand.

    History: LIKELY THEORY: During his mortal life them,Forsetta was a great Norse clan leader named Ruthin thatlived in the lands of current Vestland, near the Trollheimregion. For decades Ruthin fought against hordes ofhumanoids and giants in order to defend his people, until hecame in possession of a powerful artefact of Volund, thefabled crown Sorona, which according to the myths had beenforged for Frey as symbol of his power on the NorthernReaches. Thanks to Sorona's magical properties, Ruthin wasable to pacify many of the warleaders, forming a tightcoalition in order to resist to the pressures of theEthengarians and the humanoids. He then gave the firstwritten code of laws to the Northmen, which sanctioned thecreation of the three classes of Norse society (Jarls, Freemenand Thralls). During a pilgrimage towards a shrine dedicatedto her patroness Frigg (Terra), she appeared in his dreamsand showed him the path that would have led him to becomeone of the Aesirs. Convinced he was the living incarnation ofForsetta, son of Balder and Nanna and god of Law andJustice, he began the path of the Polymath to join his parentsin Asgard, and was reincarnated several times to recover themagical Sorona. He managed to end his quest in the XIIIcentury BC and became therefore an immortal of Matter,known by the Norse as Forsetta.

    As a result of the Nithian conquest of the NorthernReaches, his cult was destroyed and his sacred artifacts werelost. Only recently Forsetta decided the times were right torecruit new followers among the Northmen. He took themortal identity of the wise prophet Haymin and recoveredthe lost Sorona in the VII century AC. He then offered hisadvice and support to the just Jarl Gendar and gifted himwith the powerful Sorona. Thanks to Haymin's help, Gendar

    was able to drive the Ostland overlords westwards beyondthe sea, and he united the clans under his own banner. Thushe was crowned by Haymin as King Ottar the Just, firstmonarch of the Kingdom of Vestland. Always advised by

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    Haymin, Ottar gave his people a new written set of laws andre-established the Ruthinian Faith (the cult of Forsetta) as thenational church, taking the immortal of Law and Justice as

     patron of Vestland to guarantee his followers' support to hiscause and avoid any challenge to the laws he had written.Through the centuries the Ruthinian Faith helped the royalfamily to maintain order in the nation and to keep the peopleunder control, even if with time it lost much of its power andits primate in favour of other Norse immortals who weremore popular with the Vestlanders. Currently Forsettacontinues to watch over the Northern Reaches, and he is

     particularly interested in the Soderfjord Jarldoms, trying to bring Law and Order also in that divided land and pushingthe nobles to join under Ragnar's flag. He is also interested inexpanding his cult in the Heldannic Territories (in order tohalt the violent imperialism of Vanya) and in chaos riddenlands of Norwold.

    Personality: Forsetta is an honest and peaceable immortal,who pursues his goals of Order and Justice with nearobsessive strength. He thinks that Laws and Codes ofconduct are the only way to give order to the world and theonly things that can bring harmony to the mortals and that

    can lead them to social progress. Forsetta does not approvethe chaotic teachings of Cretia, and he argued a lot with himin the past, although he does not consider him a true enemylike instead Loki, Hel and Vanya.

    Patron: Unknown [likely: Terra]

    Allies: Terra, Odin, Frey and Freyja

    Enemies: Loki, Hel, Vanya

    Sourc


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