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Guide to the Immortals

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Verthandi, and Skuld were a group of closely linked<br />

<strong>Immortals</strong> known by various names among mortals (<strong>the</strong><br />

Norns according <strong>to</strong> <strong>the</strong> Northmen). They marked <strong>the</strong><br />

dominions of fate and destiny of both mortals and<br />

<strong>Immortals</strong>. Urd represents <strong>the</strong> past and birth; Verthandi <strong>the</strong><br />

present, <strong>the</strong> unending flow of time and life; while Skuld<br />

embodies <strong>the</strong> future and ultimate death. According <strong>to</strong> <strong>the</strong>ory,<br />

Verthandi existed before as Urd (<strong>the</strong> unchangeable past),<br />

and is now Skuld (<strong>the</strong> chaotic future), and like a wheel that<br />

turns, when she becomes a Hierarch she will vanish <strong>to</strong> return<br />

as Urd. Ano<strong>the</strong>r, more popular, <strong>the</strong>ory is that this will<br />

happen at <strong>the</strong> end of this turn of <strong>the</strong> Great Cosmic Cycle<br />

and <strong>the</strong> rise of Entropy as <strong>the</strong> new cosmic order. O<strong>the</strong>rs<br />

instead prefer <strong>to</strong> believe that <strong>the</strong> three <strong>Immortals</strong> are simply<br />

three aspects of just one Immortal called Holle, who often<br />

appears in mortal myths (a female Immortal represented<br />

with three faces: <strong>the</strong> Maiden, <strong>the</strong> Mo<strong>the</strong>r, and <strong>the</strong> Hag). A<br />

mysterious source, in <strong>the</strong> past, had split Holle’s vital essence,<br />

causing it <strong>to</strong> become three different <strong>Immortals</strong> in three<br />

different Spheres, probably in order <strong>to</strong> maintain <strong>the</strong> balance<br />

of <strong>the</strong> Multiverse. There are some willing even <strong>to</strong> believe that<br />

this Immortal was an Old One, who sacrificed himself <strong>to</strong><br />

seal <strong>the</strong> Multiverse after <strong>the</strong> completion of <strong>the</strong> Dimensional<br />

Vortex and balance it, always reminding <strong>the</strong> mortals and<br />

<strong>Immortals</strong> that all must submit <strong>to</strong> <strong>the</strong>ir Destiny. It maybe<br />

that <strong>the</strong> inexplicable disappearance of (his aspects) Urd and<br />

Verthandi is a portent of <strong>the</strong> imminent end of <strong>the</strong> recognized<br />

balance. One thing certain is that, even if Urd and<br />

Verthandi have disappeared, <strong>the</strong>ir priests (Norwold’s three<br />

Crones of Crystykk are <strong>the</strong> most famous on Mystara)<br />

continue <strong>to</strong> receive spells, probably from Skuld.<br />

Personality: Skuld is a shy and solitary creature, who<br />

never leaves her outer plane and always seems <strong>to</strong> withhold<br />

information and precious knowledge. Each of her<br />

interventions have a specific purpose in <strong>the</strong> order of things,<br />

and when she expresses herself it is always in a cryptic<br />

manner, both with her own followers and with <strong>the</strong> o<strong>the</strong>r<br />

<strong>Immortals</strong>.<br />

Patron: Unknown (probably none)<br />

Allies: None<br />

Enemies: None<br />

Classic D&D Stats<br />

Followers’ Alignment: Any; clerics must be Neutral<br />

Favoured weapon: Short spear (allowed all<br />

bludgeoning weapons)<br />

Clerics’ skills and powers: Anyone killed by a cleric<br />

of Skuld must make a ST vs. Spells, and if <strong>the</strong>y fail, <strong>the</strong>y<br />

cannot be resurrected with anything but a wish or a raise<br />

dead fully cast by a priest of equal or higher level; free<br />

predict <strong>the</strong> future general skill but based on Wisdom, and<br />

with a probability of really knowing <strong>the</strong> future of <strong>the</strong><br />

person if <strong>the</strong> result rolled is at least 4 points higher than<br />

<strong>the</strong> value of <strong>the</strong> ability.<br />

D&D 3E Stats<br />

Domains: Entropy, Luck, Death, Oracle<br />

Favoured weapon: Half spear<br />

Source: Master and Immortal set<br />

SLIZZARK THE LURKER<br />

Patroness of <strong>the</strong> Kopru, The One Who Waits In<br />

Ambush<br />

Level, Alignment, Sphere: 15 th (Celestial), NE,<br />

Energy<br />

Symbol: An eye with a hypnotic spiral at <strong>the</strong> centre<br />

Portfolio: Kopru, domination of <strong>the</strong> weak, power,<br />

corruption<br />

Worshipped in: Undersea, Thanegioth, cold seas<br />

Appearance: Slizzark is a kopru with greasy black skin<br />

about 3m long, with yellowish claws, protruding eyes with a<br />

bluish glare within which are oddly hypnotic flashes. She<br />

wears a gold tiara on her head and carries a coral sceptre in<br />

her hand.<br />

His<strong>to</strong>ry: Slizzark was <strong>the</strong> first kopru <strong>to</strong> develop <strong>the</strong><br />

ability <strong>to</strong> resist magic, thus ensuring her descendents<br />

supremacy over o<strong>the</strong>r races.<br />

(PROBABLE THEORY): In effect, she was one of <strong>the</strong><br />

first kopru <strong>to</strong> earn her freedom and carve out her own<br />

dominion following <strong>the</strong> disappearance of <strong>the</strong> Serpentine<br />

Empire, which comprised <strong>the</strong> continent of Davania and <strong>the</strong><br />

Thanegioth Archipelago. Slizzark, unlike <strong>the</strong> o<strong>the</strong>r kopru,<br />

independently developed an amazing ability <strong>to</strong> resist magic<br />

and a strong ability with mental domination. This power<br />

helped her surround herself with loyal slaves (both kopru and<br />

humanoids like troglodytes and o<strong>the</strong>r lizardkin) and build a<br />

kingdom based on <strong>the</strong> worship of her own persona. In order<br />

<strong>to</strong> increase <strong>the</strong> number of her subjects and resist <strong>the</strong> pressure<br />

of <strong>the</strong> nearby enemies, she mated with numerous o<strong>the</strong>r<br />

kopru, creating offspring that exhibited all her qualities, and<br />

who were her subjects from <strong>the</strong> start. Using <strong>the</strong>m, she began<br />

<strong>the</strong> expansion of what would become <strong>the</strong> great Kopru<br />

Empire (both in <strong>the</strong> seas and on <strong>the</strong> mainland). Because of<br />

her abilities and willpower, Slizzark completed <strong>the</strong> path of<br />

<strong>the</strong> Paragon in 2740 BC (though she has never wanted <strong>to</strong><br />

reveal <strong>the</strong> name of her patron). A few decades after however,<br />

she began <strong>to</strong> lose <strong>the</strong> heart and <strong>the</strong> intelligence that had<br />

helped her create <strong>the</strong> kopru’s pyramid of power. The empire<br />

broke apart following internal rivalries, ending <strong>the</strong> golden<br />

age of <strong>the</strong> kopru forever.<br />

Personality: Slizzark is unfaithful and egotistic, but also<br />

profoundly indolent. Since she achieved immortality, she has<br />

only been interested in gaining power and receiving <strong>the</strong><br />

adoration of her followers. She demands frequent bizarre<br />

sacrifices of <strong>the</strong> clergy that worship her, with <strong>the</strong> only aim <strong>to</strong><br />

exert power over <strong>the</strong>m: her followers on <strong>the</strong> one hand are<br />

slaves and on <strong>the</strong> o<strong>the</strong>r seek <strong>to</strong> put in<strong>to</strong> effect <strong>the</strong> same<br />

despotic demands on all those who find <strong>the</strong>mselves within<br />

<strong>the</strong>ir own reach. Because of this, Slizzark is <strong>the</strong> enemy of<br />

Calitha, who wants <strong>to</strong> protect <strong>the</strong> creatures of <strong>the</strong> sea, and of<br />

Sharpcrest, whose kna are targets of <strong>the</strong> kopru.<br />

Patron: Unknown [presumed Zugzul]<br />

Allies: None<br />

Enemies: Calitha, Sharpcrest<br />

Classic D&D Stats<br />

Followers’ Alignment: Neutral or Chaotic<br />

117

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