08.05.2015 Views

Guide to the Immortals

Guide to the Immortals

Guide to the Immortals

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

only in woodland areas; free Nature Lore and Survival<br />

(Forest) general skills; +2 bonus <strong>to</strong> Herbalism skill<br />

D&D 3E Stats<br />

Domains: Time, Good, Plants, Protection, Fertility<br />

Favoured weapon: Club (any)<br />

Source: GAZ5, GAZ9, HW, WotI, SCS<br />

PAARKUM<br />

Patron Law and Order, Patron of Sincerity and<br />

Loyalty<br />

Level, Alignment, Sphere: 8 th (Temporal), LG,<br />

Matter<br />

Symbol: A triangle divided in<strong>to</strong> three sections, each of<br />

which contains a different element: balance (bot<strong>to</strong>m),<br />

sword (right) and book (left)<br />

Portfolio: Order, justice, virtue, fidelity, loyalty,<br />

sincerity<br />

Worshipped in: Davania (Brasol, Vulcania)<br />

Appearance: Paarkum looks like a human of about<br />

sixty years. He has an imposing build and stature (1.95<br />

metres tall; weighing 110 kilograms), with rippling and<br />

<strong>to</strong>ned muscles, jet-black hair and black eyes. The sun and<br />

wind have wea<strong>the</strong>red his tanned complexion. He wears<br />

plate armour that bears his symbol on <strong>the</strong> breastplate and<br />

carries a broadsword on his shoulder.<br />

His<strong>to</strong>ry: After years spent fighting a long and<br />

ultimately vic<strong>to</strong>rious campaign against <strong>the</strong> Milenian<br />

enemies and <strong>the</strong> Simbasta of <strong>the</strong> Aryptian Basin,<br />

Paarkum, a noble paladin of Varellyan origin, sought <strong>the</strong><br />

path for Immortality. His only aim was <strong>to</strong> continue<br />

working <strong>to</strong> bring order <strong>to</strong> <strong>the</strong> world, feeling he must<br />

serve <strong>the</strong> cause of Law for eternity. His sincerity and<br />

dedication affected his patron Maat so much, that she<br />

gave him a lot of help on his journey, impressing on him<br />

<strong>the</strong> need <strong>to</strong> recover <strong>the</strong> Ivory Fea<strong>the</strong>r, which was sacred<br />

<strong>to</strong> her. Paarkum’s first incarnation as a priest <strong>to</strong>ok him <strong>to</strong><br />

serve a lawful church with renewed vigour, and he<br />

managed <strong>to</strong> recover <strong>the</strong> artefact in just two years. Because<br />

of <strong>the</strong> new style of life and of <strong>the</strong> tasks <strong>to</strong> which he wasn’t<br />

accus<strong>to</strong>med, his second incarnation as a thief instead gave<br />

him many more challenges. He completed his quest over<br />

four arduous years even requiring <strong>the</strong> resurrection of one<br />

of his companions -- a responsibility that Paarkum has<br />

alleged enhanced his reputation. In his incarnation as a<br />

mage, Paarkum was amazed <strong>to</strong> discover <strong>the</strong> incredible<br />

powers and knowledge <strong>to</strong> which arcane spellcasters have<br />

access. This time, because it was so well guarded, finding<br />

<strong>the</strong> Fea<strong>the</strong>r was a more difficult task than expected, but<br />

he finally achieved it. Returning <strong>to</strong> his homeland, he<br />

erected an obelisk on which he inscribed his deeds – from<br />

<strong>the</strong> engagements with evil beings <strong>to</strong> <strong>the</strong> list of lawful<br />

actions he had completed while trying <strong>to</strong> bring order<br />

where chaos reigns. Completing this, he left <strong>to</strong> adventure<br />

only in <strong>the</strong> wild lands of sou<strong>the</strong>rn Davania, and at <strong>the</strong><br />

end of an epic adventure in which he defeated an evil<br />

wizard on <strong>the</strong> path of Entropy, freed slaves and saved<br />

98 <br />

many innocents, he finally gained immortality in <strong>the</strong><br />

Sphere of Matter during <strong>the</strong> I century AC.<br />

Personality: Paarkum is <strong>the</strong> quintessence of legality<br />

and order, a person incapable of conceiving an existence<br />

that is not regulated by laws and codes of moral conduct.<br />

He doesn’t <strong>to</strong>lerate injustice, and he feels that he must<br />

immediately avenge <strong>the</strong> wrongs suffered by <strong>the</strong><br />

defenceless. He instructs his followers <strong>to</strong> respect justice<br />

and take order everywhere and at any cost. He is a fervent<br />

ally of Maat and has become a friend of Shaper, who<br />

converted <strong>to</strong> Good himself after having met Paarkum<br />

during his mortal existence, and of Finidel, who has<br />

welcomed him among <strong>the</strong> protec<strong>to</strong>rs of <strong>the</strong> region of<br />

Brasol.<br />

Patron: Unknown [presumed Maat]<br />

Allies: Maat, The Shaper, Finidel<br />

Enemies: any Entropic<br />

Classic D&D Stats<br />

Followers’ Alignment: Lawful or Neutral; clerics<br />

must be Lawful<br />

Favoured weapon: Broadsword (allowed all thrown<br />

weapons, <strong>the</strong> mace and morningstar)<br />

Clerics’ skills and powers: +1 bonus <strong>to</strong> Wisdom, +2<br />

bonus <strong>to</strong> knowledge of codes and laws (not free), obliged <strong>to</strong><br />

respect <strong>the</strong> Codex of Maat<br />

Paladins’ skills and powers: Lay on hands, free detect<br />

lies ability. Clerics of Paarkum cannot cast inverted spells.<br />

D&D 3E Stats<br />

Domains: Matter, Law, Good, Justice<br />

Favoured weapon: broadsword<br />

Source: IM2<br />

PALARTARKAN THE LOFTY ONE<br />

Patron of Ar, Lord of <strong>the</strong> Air<br />

Level, Alignment, Sphere: 12 th (Temporal), N,<br />

Energy<br />

Symbol: A flying mountain<br />

Portfolio: Alphatia (Kingdom of Floating Ar in<br />

particular), astronomy and astrology, elemental plane of<br />

air, magic regarding gravity, air and flight<br />

Worshipped in: Alphatia, Alatian Islands, Hollow<br />

World (Hiakrai Neathar)<br />

Appearance: Palartarken is a large, muscular, with<br />

thick, pure-white, well-groomed hair, beard and<br />

moustache, dressed in clo<strong>the</strong>s of blue and white <strong>to</strong>nes<br />

that recall <strong>the</strong> clouds. He usually appears floating in a<br />

position of meditation, with crossed legs.<br />

His<strong>to</strong>ry: During his mortal life, Ar was an Alphatian<br />

mage who lived on Old Alphatia during <strong>the</strong> reign of<br />

Alphaks. When <strong>the</strong> world exploded because of <strong>the</strong> magic<br />

war and <strong>the</strong> Alphatians migrated across <strong>the</strong> planes, Ar<br />

had just started on <strong>the</strong> Path of <strong>the</strong> Paragon, and followed<br />

<strong>the</strong> exiles <strong>to</strong> Mystara. Here he decided <strong>to</strong> mould a part of<br />

<strong>the</strong> continent in which <strong>the</strong> Alphatian expatriates had<br />

settled in order <strong>to</strong> complete his test. Being fascinated by<br />

air and by flight, he decided <strong>to</strong> create <strong>the</strong> Floating<br />

Continent of Ar. He <strong>the</strong>n taught his students <strong>the</strong>

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!