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Guide to the Immortals

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disorder (in particular in <strong>the</strong> Five Shires). By chance,<br />

Falcho came across <strong>the</strong> legend of <strong>the</strong> Epic Hero pointed<br />

<strong>to</strong> in <strong>the</strong> writings of a sage in some books that he had<br />

recently s<strong>to</strong>len from <strong>the</strong> library of a Thyatian mage. He<br />

subsequently literally slammed against an Immortal on<br />

<strong>the</strong> peak of a mountain where he was trying <strong>to</strong> recover<br />

some of his property, lost while travelling through clouds<br />

on <strong>the</strong> back of a dragon companion. Tyche was affected<br />

<strong>to</strong> such an extent by his boastful attitude and his luck<br />

that she wanted <strong>to</strong> propel him on <strong>the</strong> path of<br />

Immortality. During his quest, Falcho continued <strong>to</strong> be<br />

blessed with luck, since <strong>the</strong> deeds <strong>to</strong> which he was called<br />

<strong>to</strong> achieve turned out <strong>to</strong> be child’s play for him, so that<br />

Tyche, amused beyond measure, welcomed him among<br />

<strong>the</strong> <strong>Immortals</strong> in <strong>the</strong> IV century AC.<br />

Personality: Raven is not at all interested in <strong>the</strong><br />

problems of Mystara and doesn’t want anything <strong>to</strong> do<br />

with <strong>the</strong> obligations that are normally relevant <strong>to</strong> an<br />

Immortal. He doesn’t ignore <strong>the</strong> orders of his superiors,<br />

but each time finds an excuse, by seeming busy, and<br />

avoids <strong>the</strong>m. He never passes an occasion <strong>to</strong> infringe <strong>the</strong><br />

rules. He prefers <strong>to</strong> employ his sense of humour and play<br />

practical jokes on, and make fun of, <strong>the</strong> o<strong>the</strong>r <strong>Immortals</strong>;<br />

particularly those who take things <strong>to</strong>o seriously. In this he<br />

has good collabora<strong>to</strong>rs both in Cretia (who often<br />

participates in his digressions) and in Korotiku. Raven<br />

doesn’t practice jokes and tricks for malice or with<br />

spitefulness, but merely for enlivening an o<strong>the</strong>rwise <strong>to</strong>o<br />

placid and boring life. This is exactly <strong>the</strong> philosophy that<br />

he teaches his followers. Fur<strong>the</strong>rmore, due <strong>to</strong> his<br />

incredible luck, he is worshipped as <strong>the</strong> patron of good<br />

luck, and because of this it often amuses him <strong>to</strong> dupe<br />

Tourlain (eternally unlucky and his preferred target) who<br />

is also under <strong>the</strong> protection of Tyche for some unknown<br />

reason. Raven’s cult is popular in <strong>the</strong> Five Shires, among<br />

<strong>the</strong> Alphatian Halflings, and in <strong>the</strong> flying city of Serraine.<br />

Patron: Unknown [presumed Tyche]<br />

Allies: Tyche, Cretia, Korotiku<br />

Enemies: None (playful rivalry with Tourlain)<br />

Classic D&D Stats<br />

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

must be Chaotic<br />

Favoured weapon: None (allowed all bludgeoning<br />

weapons)<br />

Clerics’ skills and powers: Free acrobatics and taunt<br />

skills<br />

D&D 3E Stats<br />

Domains: Thought, Chaos, Luck, Trickery<br />

Favoured weapon: Sling<br />

Source: IM3<br />

RAZUD<br />

Patron of Self-determination and Independence,<br />

Patron of <strong>the</strong> Alphatians<br />

Level, Alignment, Sphere: 31 st (Hierarch), NG,<br />

Energy<br />

111 <br />

Symbol: The granite tree (a tree of any kind, made of<br />

s<strong>to</strong>ne)<br />

Portfolio: Alphatians, self-determination,<br />

independence, courage, freedom, authority, strong willed<br />

characters<br />

Worshipped in: Alphatia, Bellissaria, Isle of Dawn<br />

(Ek<strong>to</strong>, East Portage, Trikelios), Known World (Glantri,<br />

Minrothad), Norwold (Alpha), Skothar (Esterhold), Old<br />

Alphatia<br />

Appearance: Razud is a charming, sixteen-year-old<br />

male with a golden complexion. He has chestnut hair,<br />

green eyes, and a huge smile that illuminates his face. He<br />

is dressed in an emerald green <strong>to</strong>ga of smooth silk.<br />

His<strong>to</strong>ry: In ancient times, on ano<strong>the</strong>r world, Razud<br />

belonged <strong>to</strong> <strong>the</strong> Cypri people; copper-skinned humans<br />

who were later conquered by <strong>the</strong> pure Alphatians and<br />

ended up assimilated in<strong>to</strong> <strong>the</strong> Alphatian race. Razud was<br />

a very powerful and wise wizard, who, at <strong>the</strong> end of his<br />

life, discovered <strong>the</strong> path for immortality and under<strong>to</strong>ok it<br />

under <strong>the</strong> protection of Ixion. He became immortal long<br />

before <strong>the</strong> Alphatian invasion of his world (around 4400<br />

BC). When <strong>the</strong>n Alphatians conquered <strong>the</strong> Cypri, <strong>the</strong><br />

empire assimilated many of <strong>the</strong> Cypri habits and legends,<br />

amongst which was <strong>the</strong> cult of Razud. In <strong>the</strong> millennia<br />

that followed, Razud also became a patron of <strong>the</strong><br />

Alphatians (mainly worshipped by middleclass and<br />

wizards), and thanks <strong>to</strong> his intercession and guidance, <strong>the</strong><br />

survivors of <strong>the</strong> war that annihilated Old Alphatia (both<br />

Followers of Air and of Fire) managed <strong>to</strong> land on Mystara<br />

in order <strong>to</strong> rebuild <strong>the</strong> empire. Never<strong>the</strong>less, although he<br />

helped <strong>the</strong> Flaems <strong>to</strong> purge <strong>the</strong>mselves from <strong>the</strong> evil taint<br />

of Alphas IV’s madness, his cult didn’t remain as strong<br />

among <strong>the</strong>m as it did among <strong>the</strong> o<strong>the</strong>r Alphatians<br />

(because of Rad’s manipulation of Glantrian politics).<br />

Personality: Razud is a determined and resolute<br />

individual. Because of this, he especially looks with<br />

favour over those worshippers who show <strong>the</strong>mselves <strong>to</strong> be<br />

independent and self-sufficient. Those who look for his<br />

guidance and protection should be, at <strong>the</strong> same time,<br />

bold and resolute enough <strong>to</strong> face life’s challenges with<br />

<strong>the</strong>ir own strengths. All those who struggle for a better<br />

life, independence, and success worship Razud. He is a<br />

loyal ally of Alphatia and collaborates occasionally with<br />

Koryis (whose extreme lack of will often angers him),<br />

while his true enemy is Alphaks <strong>the</strong> Destroyer.<br />

Patron: Ixion<br />

Allies: Alphatia, occasionally Koryis<br />

Enemies: Alphaks<br />

Classic D&D Stats<br />

Followers' Alignment: Any<br />

Favoured Weapon: Mace (allowed all bludgeoning<br />

weapons)<br />

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

Initiative rolls, +2 bonus <strong>to</strong> Saving Throws vs. spells of<br />

domination or charm<br />

D&D 3E Stats<br />

Domains: Energy, Good, Strength, Will, Courage

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