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Guide to the Immortals

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Mystara and found an extensive culture that could rival that<br />

of <strong>the</strong> humans. Arachne Prime ordered her aranea <strong>to</strong> utilize<br />

magic in order <strong>to</strong> colonise unexplored areas. This was how<br />

<strong>the</strong> Aranean colonies in <strong>the</strong> Savage Coast, <strong>the</strong> Archipelago of<br />

Thanegioth, and o<strong>the</strong>r parts of Mystara came <strong>to</strong> be. It was<br />

Arachne Prime’s intention <strong>to</strong> create an empire of vast<br />

dimensions, while Korotiku simply planned <strong>to</strong> free <strong>the</strong><br />

aranea from <strong>the</strong> abominable influence of <strong>the</strong>ir great mo<strong>the</strong>r.<br />

Korotiku became a constant and important presence in <strong>the</strong><br />

aranea pan<strong>the</strong>on, especially in <strong>the</strong> colonies, while secretly<br />

acting also among <strong>the</strong> phana<strong>to</strong>ns of Aran, inducing <strong>the</strong>m <strong>to</strong><br />

rebel. With <strong>the</strong> advent of <strong>the</strong> Great Rain of Fire and <strong>the</strong><br />

chaos that followed, <strong>the</strong> phana<strong>to</strong>ns (who had been<br />

reproducing so much that <strong>the</strong>y outnumbered <strong>the</strong>ir masters<br />

three <strong>to</strong> one) chose <strong>the</strong> occasion <strong>to</strong> revolt and began <strong>to</strong> fight<br />

aranea and planar spiders everywhere <strong>the</strong>y were<br />

encountered. The kingdom of Aran decayed, and <strong>the</strong> colonies<br />

had <strong>to</strong> provide for <strong>the</strong>mselves without guidance from <strong>the</strong><br />

mo<strong>the</strong>rland. Arachne Prime’s efforts <strong>to</strong> halt <strong>the</strong> collapse of<br />

her kingdom were futile, and Korotiku revealed his true<br />

intentions around 2600 BC when a group of his aranea<br />

followers were brought in<strong>to</strong> <strong>the</strong> sanctuary of Arachne Prime<br />

and assaulted it. The Immortal was not destroyed, but<br />

simply deprived of most of her power, becoming a paltry<br />

Initiate.<br />

After this betrayal, Arachne Prime fled underground.<br />

Isolated from <strong>the</strong> rest of her offspring, she became<br />

paranoid, with a mortal dread of being destroyed. It<br />

would take 2000 years for <strong>the</strong> survivors of Aran <strong>to</strong> find<br />

Arachne Prime and convince her that <strong>the</strong> trai<strong>to</strong>rs had<br />

been exterminated and that she could again covet a<br />

position of power on Mystara. In <strong>the</strong> meantime, things<br />

were changed. Thothia, Alphatia, and Thyatis were<br />

awkward powers in <strong>the</strong> Isle of Dawn, and <strong>the</strong> contacts<br />

with <strong>the</strong> former colony had been lost. It was around 450<br />

AC that Arachne Prime finally decided <strong>to</strong> act by<br />

extending her design out from <strong>the</strong> Thothian Plateau and<br />

sent her daughter, Ake<strong>the</strong>ti (a horrible being in a position<br />

<strong>to</strong> change from planar spider in<strong>to</strong> a human being) <strong>to</strong><br />

enter <strong>the</strong> pharaoh of <strong>the</strong> nearby Thothia. Very quickly<br />

<strong>the</strong> Thothian kingdom forgot its faith in Rathanos (who<br />

had saved it from destruction 800 years before). Thanks<br />

<strong>to</strong> <strong>the</strong> influence of Ake<strong>the</strong>ti and of <strong>the</strong> new convert<br />

Pharaoh Ramenhotep X, an odd form of mysticism based<br />

on <strong>the</strong> veneration of spiders and of <strong>the</strong> unfathomable<br />

mysteries of <strong>the</strong> cosmos becomes popular in Thothia<br />

through <strong>the</strong> publication of <strong>the</strong> Canon of <strong>the</strong> Square Web.<br />

The descendents of Ramenhotep X were <strong>the</strong>n all<br />

controlled by Ake<strong>the</strong>ti, who spent age after age<br />

pretending <strong>to</strong> be daughters and nieces of herself and<br />

reinforcing for <strong>the</strong> next five centuries <strong>the</strong> control of<br />

Arachne Prime on Thothia, which remained imprisoned<br />

in <strong>the</strong> web of <strong>the</strong> Spider of <strong>the</strong> Night. 11<br />

Personality: Arachne Prime is an untrustworthy and<br />

manipulative being who never<strong>the</strong>less has an incredible<br />

fear of dying, due <strong>to</strong> <strong>the</strong> events that she saw fleeing from<br />

her home plane. In <strong>the</strong> course of centuries she has tried <strong>to</strong><br />

expand her influence <strong>to</strong> reach <strong>the</strong> aranea of Herath,<br />

distant descendents of her ancient servants, <strong>the</strong> planar<br />

spiders that had fled with her <strong>to</strong> Mystara. Because of <strong>the</strong><br />

attention that Korotiku has for <strong>the</strong> aranea of Herath, and<br />

due <strong>to</strong> <strong>the</strong> distance between <strong>the</strong> Isle of Dawn and <strong>the</strong><br />

Savage Coast, her plans have been slow. Because of her<br />

various plots she has made a throng of powerful enemies<br />

that comprises Korotiku (patron of <strong>the</strong> aranea and <strong>the</strong><br />

non evil planar spiders), Rathanos (original patron of<br />

Thothia), Terra, and Zirchev (patrons of <strong>the</strong> phana<strong>to</strong>ns<br />

that she harassed so much).<br />

Patron: Unknown [presumed Hel]<br />

Allies: Alphaks in <strong>the</strong> Isle of Dawn and in Alphatia,<br />

Iliric in Herath<br />

Enemies: Korotiku, Rathanos, Terra, Zirchev<br />

Classic D&D Stats<br />

Followers’ Alignment: any; <strong>the</strong> clerics must be<br />

Neutral or Chaotic<br />

Favoured weapon: natural weapons (allowed all<br />

bludgeoning weapons and nets)<br />

Clerics’ skills and powers: +2 bonus <strong>to</strong> ST versus<br />

Poison and Paralysis<br />

D&D 3E Stats<br />

Domains: Entropy, Law, Evil, Slavery<br />

Favoured weapon: natural weapons (bite or claw/fist)<br />

Source: M5, DotE<br />

ARIK<br />

(Arik of <strong>the</strong> One Hundred Eyes)<br />

Lord of Madness and Nightmares, Patron of<br />

Massacres, Patron of Beholders<br />

Level, Alignment, Sphere: 18 th (Celestial), CE,<br />

Entropy<br />

Symbol: An open eye with a red pupil<br />

Portfolio: Madness, chaos, nightmares, massacres,<br />

beholders<br />

Worshipped in: Known World (Cynidicea), Davania,<br />

and in many beholder communities<br />

Appearance: Unknown.<br />

His<strong>to</strong>ry: Arik is a mysterious immortal whose past is<br />

lost in <strong>the</strong> mists of time, and looking for information on<br />

him is difficult, some would say dangerous, even for<br />

<strong>Immortals</strong>. What little is known of him is that he was<br />

imprisoned in an faraway pocket dimension long ago by<br />

o<strong>the</strong>r <strong>Immortals</strong>, who expelled him from <strong>the</strong> Multiverse.<br />

The reason for this extreme measure is unknown, but<br />

<strong>the</strong>re are rumours. Some say Arik was imprisoned because<br />

he had gone <strong>to</strong>o far in cooperating with <strong>the</strong> alien entities<br />

known as Outer Beings (creatures whose powers and<br />

11 Thothia remains under <strong>the</strong> nefarious and indolent influence of<br />

<strong>the</strong> Spider of <strong>the</strong> Night until a group of heroic adventurers<br />

arrived on <strong>the</strong> Isle of Dawn <strong>to</strong> conduct treaties between <strong>the</strong><br />

empires of Alphatia and Thyatis discovered <strong>the</strong> deceit and<br />

23 <br />

drove off Ake<strong>the</strong>ti, liberating Thothia according <strong>to</strong> <strong>the</strong> events<br />

described in <strong>the</strong> adventure M5, Talons of Night (set between<br />

1003 and 1004 AC).

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