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Guide to the Immortals

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with Hymir, <strong>the</strong> only giant immortal he gets along with<br />

(thanks <strong>to</strong> Hymir’s ability with liquors and a few<br />

common adventures <strong>the</strong>y had while mortals). He also<br />

considers Bartziluth, Bemarris, and Madarua (<strong>the</strong> only<br />

mortals he sponsored <strong>to</strong> immortality) as his three<br />

children (Modi, Magni, and Thrud according <strong>to</strong> Antalian<br />

legends); precious allies always ready <strong>to</strong> obey his<br />

commands. He hates Zugzul with a fiery passion because<br />

he’s patron of all those evil giants who frequently<br />

<strong>to</strong>rmented his people, and he constantly watches Hel’s<br />

moves because of her alliance with Loki. He also opposes<br />

Kiranjo, who tried <strong>to</strong> influence <strong>the</strong> Norse berserker with<br />

his cult of Gylgarid, and for this reason he beat him<br />

soundly in an open immortal contest.<br />

Patron: Ixion<br />

Allies: Odin, Frey, Freyja, Heimdall, Forsetta, Hymir,<br />

Bemarris, Bartziluth, Madarua<br />

Enemies: Zugzul, Hel, Loki, Gylgarid<br />

Classic D&D Stats<br />

Followers' alignment: Any; clerics must be Lawful or<br />

Neutral<br />

Favoured weapon: Warhammer<br />

Clerics' skills & powers: +1 bonus <strong>to</strong> Strength, +1<br />

bonus <strong>to</strong> Hit Points per level up <strong>to</strong> 9 th , bonus general skill<br />

Courage. Thor's clerics must respect <strong>the</strong> Warrior's Code<br />

of Honour, which basically says that surrender <strong>to</strong> <strong>the</strong><br />

enemy or retreating are vile options, as well as betraying<br />

your liege or clan.<br />

Paladin's skills & powers: +1 bonus <strong>to</strong> Strength,<br />

+5% bonus <strong>to</strong> all rolls <strong>to</strong> increase in weapon's mastery<br />

with warhammer. Paladins' code of conduct is even<br />

stricter.<br />

D&D 3E Stats<br />

Domains: Energy, Good, Strength, War, Courage<br />

Favoured weapon: Warhammer<br />

Source: GAZ7, HW, WotI, DotE, SCS<br />

TIRESIAS<br />

(Dallbard)<br />

Patron of Dreams and Visions, Patron of Bards<br />

and Seers, Master of Poetic Inspirations<br />

Level, Alignment, Sphere: 9 th (Temporal), N,<br />

Thought<br />

Symbol: A golden harp<br />

Portfolio: Dreams, prophetic revelations, poetry and<br />

music, astrology, legends<br />

Worshipped in: Known World (Thyatis,<br />

Karameikos), Isle of Dawn, Davania, Hollow World<br />

(Milenia, Traldar Kingdoms)<br />

Appearance: An elderly human clad in a simple linen<br />

robe, with a long white venerable beard and white long<br />

hair, whose eyes are covered by a strip of grey lea<strong>the</strong>r,<br />

holding a small golden harp with his right hand and a<br />

gnarled but sturdy staff in <strong>the</strong> o<strong>the</strong>r.<br />

His<strong>to</strong>ry (PROBABLE THEORY): Tiresias was a very<br />

talented bard who became famous for his divination skills<br />

during <strong>the</strong> Traldar era. After being falsely accused and<br />

condemned for treachery by <strong>the</strong> jealous wife of a Traldar<br />

King he was serving as counsellor, he was blinded and <strong>the</strong>n<br />

exiled. Thanks <strong>to</strong> his skills, however, he was able <strong>to</strong> survive<br />

with music, dreams, and words as his only companions.<br />

Tiresias foresaw <strong>the</strong> coming of <strong>the</strong> gnolls and he tried <strong>to</strong> rally<br />

<strong>the</strong> Hutaakans (who had formerly schooled him in <strong>the</strong><br />

magical arts) <strong>to</strong> defend <strong>the</strong>ir Traldar neighbours. However,<br />

he faced <strong>the</strong> stern and uncompromising decision of <strong>the</strong><br />

Hutaakans <strong>to</strong> stay out of <strong>the</strong> war, and he was escorted out of<br />

<strong>the</strong>ir secluded valley.<br />

Tiresias dreamt of a fertile and rich land beyond <strong>the</strong><br />

sou<strong>the</strong>rn sea, which he judged <strong>to</strong> be an omen sent by <strong>the</strong><br />

<strong>Immortals</strong> <strong>to</strong> guide his people <strong>to</strong> a better place. With this<br />

knowledge he came <strong>to</strong> Halav’s court, and he tried <strong>to</strong><br />

convince him of <strong>the</strong> great threat which was about <strong>to</strong> wreak<br />

havoc on <strong>the</strong> Traldar Kingdoms, suggesting that <strong>the</strong> only<br />

way <strong>to</strong> survive was <strong>to</strong> migrate southwards beyond <strong>the</strong> Sea of<br />

Dread. Halav did not take him for a fool, but he clearly<br />

stated he would never abandon his homeland. So Tiresias<br />

travelled at length <strong>to</strong> warn all of <strong>the</strong> Traldar Kings about<br />

<strong>the</strong>ir fate, until finally one heard his pleas and followed his<br />

advice: King Milen.<br />

Thanks <strong>to</strong> Tiresias’s prophetic powers, Milen’s expedition<br />

reached Davania, and Milen’s descendants founded <strong>the</strong><br />

Milenian Kingdom. Later Tiresias under<strong>to</strong>ok <strong>the</strong> Path of <strong>the</strong><br />

Epic Hero, and in his travels he went as far as <strong>the</strong> Isle of<br />

Dawn, where he recovered <strong>the</strong> Harp of Turlock and became<br />

famous among <strong>the</strong> duns as Dallbard MacCrubach. He later<br />

went <strong>to</strong> Hel’s domain <strong>to</strong> destroy an artefact of Entropy. It<br />

was after this epic deed that he achieved immortality in <strong>the</strong><br />

Sphere of Thought in BC 780. From that moment he<br />

became <strong>the</strong> patron of poetry, dreams, and prophecy among<br />

Traldars, Milenians and <strong>the</strong>ir descendants (<strong>the</strong> Thyatians<br />

and Traladarans), as well as among <strong>the</strong> people of <strong>the</strong> Isle of<br />

Dawn and <strong>the</strong> Hinterlands (as Dallbard).<br />

Personality: Tiresias is a good friend of Halav and<br />

Petra, after he was able <strong>to</strong> persuade <strong>the</strong>m <strong>to</strong> protect and<br />

respect <strong>the</strong> Milenians. He is also a staunch ally of<br />

Taroyas, with whom he shared <strong>the</strong> first years of <strong>the</strong><br />

Kingdom of Milenia in <strong>the</strong> outer world. He is also on<br />

good terms with Odin, although he’s not a member of<br />

<strong>the</strong> Norse pan<strong>the</strong>on.<br />

Despite being calm and thoughtful most of <strong>the</strong> time,<br />

Tiresias burns with rage at <strong>the</strong> mere mention of Thana<strong>to</strong>s<br />

and Ranivorus, who were responsible for <strong>the</strong> invasion of<br />

<strong>the</strong> Beastmen that caused him <strong>to</strong> abandon his homeland<br />

and suffer so much. Tiresias loves <strong>to</strong> be surrounded by a<br />

sense of mystery and wonder about his past, so he always<br />

comes up with a different s<strong>to</strong>ry every time he is asked<br />

about it. He loves <strong>to</strong> create legends, which are much<br />

more stimulating and interesting than <strong>the</strong> simple truth.<br />

This is part of his personality, a love for mind games and<br />

tricks that leads him <strong>to</strong> come up with interesting lies,<br />

riddles and metaphors instead of giving simple replies <strong>to</strong><br />

answers; this way, he says, he helps people <strong>to</strong> think more.<br />

His interests lie in music, good s<strong>to</strong>ries and ballads,<br />

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