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Guide to the Immortals

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married and had three children: two female and one<br />

male. His kingdom prospered, and, during a period of<br />

major anarchy, pushed back three invasions by humanoid<br />

tribes, lizardkin, and Varellyan vanguards. A painful<br />

event was <strong>the</strong> discovery of a conspiracy <strong>to</strong> dispose him<br />

that involved several of his old adventuring companions.<br />

From <strong>the</strong> moment that <strong>the</strong> coup against his just<br />

government began, Finidel reluctantly signed <strong>the</strong>ir death<br />

sentence as required by <strong>the</strong> laws of justice which<br />

preserved his kingdom. During <strong>the</strong> eighty years of<br />

Finidel’s reign, his son had a male heir, assuring <strong>the</strong>m a<br />

dynasty. From that day, Finidel became unpredictable<br />

and introverted, and often disappeared for days without<br />

giving any explanation. After three of <strong>the</strong>se<br />

disappearances his mood brightened, because he had<br />

made good use of <strong>the</strong> Hood of Mala, travelling in<strong>to</strong> <strong>the</strong><br />

future and helping his descendents. He <strong>the</strong>n abdicated<br />

his thrown in favour of his own son. Wearing his old<br />

adventuring clo<strong>the</strong>s, he headed in<strong>to</strong> <strong>the</strong> wild lands<br />

<strong>to</strong>wards Mount Grimm for <strong>the</strong> last time, ascending <strong>to</strong><br />

Immortality in 410 BC.<br />

Personality: Finidel is an individual often subject <strong>to</strong><br />

mood swings that last several days. Normally he is<br />

friendly, charming, and optimistic, a heritage of his<br />

mortal experience of governing, but when his mood<br />

changes he appears introverted, fatalistic, and distrustful.<br />

Despite everything, he is always <strong>to</strong>lerant <strong>to</strong>wards o<strong>the</strong>r<br />

points of view and considers constant change <strong>to</strong> be <strong>the</strong><br />

perfect and natural state of <strong>the</strong> Multiverse, which must<br />

<strong>the</strong>refore be preserved from stagnating needlessly<br />

destructive forces. He teaches his followers <strong>to</strong> protect <strong>the</strong><br />

family unit, <strong>to</strong> administer justice with an unfaltering<br />

hand, and <strong>to</strong> not ever lose <strong>the</strong> hope in future<br />

improvement. He always remains an absolute ally of<br />

Brindorhin, who Finidel considers wise and infallible,<br />

and in <strong>the</strong> course of time has developed a bond of<br />

friendship and loyalty <strong>to</strong> Paarkum, united as <strong>the</strong><br />

protec<strong>to</strong>rs of <strong>the</strong> Brasolians.<br />

Patron: Unknown [presumed Brindorhin]<br />

Allies: Brindorhin, Paarkum<br />

Enemies: None<br />

Classic D&D Stats<br />

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

or Lawful<br />

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

weapons)<br />

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

free ora<strong>to</strong>ry general skill<br />

D&D 3E Stats<br />

Domains: Time, Law, Justice, Family<br />

Favoured weapon: Light mace<br />

Source: IM2<br />

47 <br />

FORSETTA<br />

(Porewit)<br />

Patron of Law and Justice, Patron of Loyalty,<br />

Patron of Vestland<br />

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

Matter<br />

Symbol: A golden sceptre with four rubies set on its<br />

head<br />

Portfolio: Justice, Law, obedience and loyalty, truth,<br />

protecting Vestland<br />

Worshipped in: Known World (Nor<strong>the</strong>rn Reaches),<br />

Norwold<br />

Appearance: Forsetta is a tall blonde Norse man with<br />

a noble and calm attitude, wearing a white plate mail and<br />

holding a polished round shield with his left arm and a<br />

golden sceptre with four large rubies (symbol of <strong>the</strong> Law)<br />

in his right hand.<br />

His<strong>to</strong>ry (PROBABLE THEORY): During his mortal<br />

life <strong>the</strong>m, Forsetta was a great Norse clan leader named<br />

Ruthin who lived in <strong>the</strong> lands of current Vestland, near <strong>the</strong><br />

Trollheim region. For decades Ruthin fought against hordes<br />

of humanoids and giants in order <strong>to</strong> defend his people, until<br />

he came in<strong>to</strong> possession of a powerful artefact of Volund, <strong>the</strong><br />

fabled Sorona crown, which, according <strong>to</strong> myths, had been<br />

forged for Frey as symbol of his power in <strong>the</strong> Nor<strong>the</strong>rn<br />

Reaches. Thanks <strong>to</strong> <strong>the</strong> crown's magical properties, Ruthin<br />

was able <strong>to</strong> pacify many of <strong>the</strong> warleaders, forming a tight<br />

coalition in order <strong>to</strong> resist <strong>to</strong> <strong>the</strong> pressures of <strong>the</strong><br />

E<strong>the</strong>ngarians and <strong>the</strong> humanoids. He <strong>the</strong>n gave <strong>the</strong> first<br />

written code of laws <strong>to</strong> <strong>the</strong> Northmen, which sanctioned <strong>the</strong><br />

creation of <strong>the</strong> three classes of Norse society (Jarls, Freemen,<br />

and Thralls). During a pilgrimage <strong>to</strong> a shrine dedicated <strong>to</strong><br />

his patroness Frigg (Terra), she appeared in his dreams and<br />

showed him <strong>the</strong> path that would lead him <strong>to</strong> become one of<br />

<strong>the</strong> Aesir. Convinced he was <strong>the</strong> living incarnation of<br />

Forsetta, son of Balder and Nanna and god of Law and<br />

Justice, he began <strong>the</strong> path of <strong>the</strong> Polymath <strong>to</strong> join his parents<br />

in Asgard, and was reincarnated several times <strong>to</strong> recover <strong>the</strong><br />

magical Sorona. He managed <strong>to</strong> end his quest in <strong>the</strong> XIII<br />

century BC and became an immortal of Matter, known <strong>to</strong><br />

<strong>the</strong> Norse as Forsetta.<br />

As a result of <strong>the</strong> Nithian conquest of <strong>the</strong> Nor<strong>the</strong>rn<br />

Reaches, his cult was destroyed, and his sacred artefacts were<br />

lost. Only recently Forsetta decided <strong>the</strong> times were right <strong>to</strong><br />

recruit new followers among <strong>the</strong> Northmen. He <strong>to</strong>ok <strong>the</strong><br />

mortal identity of <strong>the</strong> wise prophet Haymin and recovered<br />

<strong>the</strong> lost Sorona in <strong>the</strong> VII century AC. He <strong>the</strong>n offered his<br />

advice and support <strong>to</strong> <strong>the</strong> just Jarl Gendar and gifted him<br />

with <strong>the</strong> powerful Sorona. Thanks <strong>to</strong> Haymin's help,<br />

Gendar was able <strong>to</strong> drive <strong>the</strong> Ostland overlords westwards<br />

beyond <strong>the</strong> sea, and united <strong>the</strong> clans under his own banner.<br />

Thus he was crowned by Haymin as King Ottar <strong>the</strong> Just,<br />

first monarch of <strong>the</strong> Kingdom of Vestland. Always advised by<br />

Haymin, Ottar gave his people a new written set of laws and<br />

re-established <strong>the</strong> Ruthinian Faith (<strong>the</strong> cult of Forsetta) as<br />

<strong>the</strong> national church. He made <strong>the</strong> immortal of Law and<br />

Justice Patron of Vestland <strong>to</strong> guarantee his followers' support

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