Guide to the Immortals
Guide to the Immortals
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).