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Immortals of Mystara

The Great Cosmic Cycle   Life doesn’t end, or begin. There are only cycles, the eternal and endless change that permeates all of the Multiverse.   Long ago Chaos filled the universe and it established the natural order of things. The Immortals then were different: the four Spheres of Matter, Energy, Thought and Time comprised part of Entropy that encompassed the Multiverse, and as such they were opposed to the Sphere of Integration (also called Sphere of Life), since they are afraid the order that will bring in Chaos sovereign. However, Life was the legitimate daughter born from the primordial Chaos, and for this Chaos is hated and feared, because know that will one day enslave its own father and conquer the universe.   And when at last Life prevails over Death, the domination of Chaos was reversed and established the supremacy of Order that still today governs the Multiverse. The majority of Immortals who belong to the Sphere of Integration together reformed the four Spheres of Matter, Energy, Thought and Time allied with Order, while those who remained faithful to Chaos constituted the Sphere of Entropy. Those Immortals who aligned with neither of the two fronts became instead deprived of a great part of their own powers and became the Faerie People, condemned to a lesser form of Immortality until Order rules the Multiverse.   For now Entropy is a single Sphere that is opposed to the other four representatives of current cosmic Order. However, as is logical, from order derives stagnation, and from it finally Death. Here since the four Spheres now combat Entropy (the Sphere of Death) and fear: it is become their daughter, although Order was born from Chaos, and know that eventually the fates will again reverse. As the daughter Life has prevailed over the parent Chaos, as the daughter Death prevails over father Order, and the wheel continues to turn.
 

What are the Immortals

  Within the Multiverse where the planet Mystara is found, there exists creatures of supernatural power that govern the lives of mortals. From the Outer Planes in which they live, they interfere in a more or less direct way with the events of the Prime Plane. These beings are the Immortals, the divinities worshipped, feared and loved (or hated) by the inhabitants of Mystara and by the majority of sentient creatures in all of the Multiverse. The Immortals have various specific aims that differentiate them, and different dictates that signify to their faithful that which the Immortal judges to be the true path and nature of existence. All, however, have a common Quest: gaining power, which allows them to improve their own position and prestige within the hierarchy of the Sphere to which they belong. In order to gain power, an Immortal must explore and expand the Multiverse and pursue the objectives of their Sphere. They will seek to increase the prestige of their own Sphere, maintain the balance between the powers and hinder the actions of all the other groups of power (in particular those of the opposing Sphere).   Immortals begin their existence as mortal creatures of various species, who during their life distinguish themselves in some particular way. Whether by their personal magical and intellectual capacity, by their audacious and impossible deeds, or for their dedication to a particular cause or people they become legendary leaders and heroes or infamously ruthless and blood-thirsty mercenaries. Thanks to these qualities, they successfully discover the means to seek Immortality, effectively abandoning their own empty mortality to be reborn in body and spirit as eternal and quasi-omnipotent divinities.   Though they have enormous power, the Immortals are, nevertheless, neither omniscient nor omnipotent. They have need of faithful worshippers, in order to increase their own vigour, and to enhance their ability to exert influence on the Multiverse and the mortals therein. To do this they impart some of their energy upon special groups of faithful (called priests or clerics) who go out amongst their fellows, preaching their patron's ideas and seeking converts, and thus increasing the importance of the Immortal within the Multiverse. The Immortal will seek to advance their plans (whether covertly or overtly) throughout the planes of existence. Immortals do, however, show a preference for influencing the Prime Plane (and in particular Mystara). This is perhaps because that world is found at the centre of the Multiverse, a place in which the Five Spheres are perfectly balanced. Ultimate success, it is therefore believed, depends upon achieving supremacy over that world.  

The Spheres of Power

 

  All the Immortals draw power from two principal sources: from the veneration that they receive from their own followers and in particular from the bond they share with their Sphere. Because of this their ultimate aim is to increase their number of followers in the Multiverse, in order to rise up the hierarchy and reach the zenith of power. However at the same time, they must put before their personal designs the importance of their Sphere of power, and try their best to increase the Sphere’s influence in the Multiverse. These are the two principal goals of life for every existing Immortal.   The entire universe can be divided into five components called Spheres of Power. These are the Spheres of Matter, Energy, Time, Thought and Entropy (or Sphere of Death). Every existing thing in the Multiverse is made up from these five components, mixed in varied percentages. The Spheres of Power are not a defined place in reality, but rather the five primal forces that make up the universe, being invisible and immeasurable. The Spheres link all the existing things in the Multiverse and manifest with more or less intensity in the many planes of existence. They also represent a series of concepts, philosophical essences and ways of seeing the universe that distinguishes their Immortal adherents. They are a common denominator by which the Immortals are recognized and to which they are joined, since the Sphere shares with each the ideas that are its basis. Everyone embodies these aspects to a greater or lesser extent and, in the case of the Immortal, the element that holds dominance distinguishes his essence and allegiance.   Every Immortal can serve just one Sphere of Power, trying to increase its influence, or to maintain the status quo in the relationships between the various Spheres. The main aim of the Multiverse is in fact the balancing of the Spheres of Power. If a Sphere should gain an excessive dominance over the others, the final victory would be that of Entropy, since all Spheres are essential to maintaining harmony. Although each Sphere constantly strives for its own predominance and growth, the other Spheres try to keep it in balance, impeding or at least delaying the ascension.   All the alignments are present in each Sphere, but one of them is dominant. Each being is philosophically associated to an element and these elements are symbolic of a particular type of alignment, each favouring a certain class of mortals for ascension into the divine hierarchy, and each by virtue of its philosophy is directly opposed to at least one other Sphere.   The Spheres of Power into which the Multiverse is divided are explained more thoroughly as follows:   Energy:   Favoured mortal class: Wizards
Most common alignment: Chaotic (disorder and uniqueness)
Related element: Fire
Purpose: Create more energy and activity.
Interplay: Opposes Thought's attempts to create order, resists the attacks of Time, forces Matter to change.   Matter:   Favoured mortal class: Fighters
Most common alignment: Lawful (order and form in all)
Related element: Earth
Purpose: To withstand destruction and decay.
Interplay: Opposes Time's attempts at change, resists the attacks of Energy, forces Thought to be practical   Thought:   Favoured mortal class: Rogues
Most common alignment: None (Equally disposed to all alignments)
Related element: Air
Purpose: To analyse and understand all of existence.
Interplay: Opposes Energy's outbursts, resists the limitations of Matter, forces Time into organisation.   Time:   Favoured mortal class: Clerics
Most common alignment: Neutral (seeking change, but at a steady, controlled rate)
Related element: Water
Purpose: To promote change in all and maintain time's flow.
Interplay: Opposes Matter's resistance to change, resists the existence of Thought, forces Energy to have duration.   Entropy:   Favoured mortal class: None
Most common alignment: Evil & Chaotic
Related element: None (the Void)
Purpose: The ultimate destruction of the multiverse.
Interplay: Entropy seeks to destroy Matter, dissipate Energy, stagnate Time, and stifle Thought.  

Prominent Immortals

  The following tables list the Immortals most relevant to player characters who choose an Immortal to honour. This is not an extensive list, and more Immortals may be added (depending on player backgrounds) or discovered throughout the campaign.
Immortal Titles Alignment Sphere Domains Symbol Worshipped In
Ahmani Turtlerider Patroness of the Clan of the
Turtle
LG Thought Law,
Good,
Sea,
Family
Necklace of whale teeth Atraughin Clans
Al-Kalim Patron of Ylaruam,
Holy Prophet of the
Eternal Truth,
Patron of Tactics and Warfare
LN Time Law,
Water,
War
Silhouette of a palm
tree that grows in
the desert with a
rising moon on the
background
Darokin,
Ierendi,
Ylaruam
Alphaks Patron of Hatred,
Lord of Oppression,
Bane of Alphatia
CE Entropy Chaos,
Evil,
Destruction,
Vengeance
A white horned skull
on a fire background
shaped like a phoenix
Alatian Isles,
Alphatia,
Isle of Dawn,
Norwold,
Ochalea,
Thyatis
Alphatia Patroness of Alphatia,
Patroness of Arts,
Lady of Harmony
LG Energy Law,
Good,
Protection,
Arts
A bright shield with
spots of colour like
the palette of a painter
Alatian Islands,
Alphatia,
Ochalea
Asterius Patron of Trade and Money,
Patron of Communication,
Protector of Merchants and
Thieves
NG Thought Good,
Travel,
Trade,
Stealth
Moon or a silver coin Alphatia,
Darokin,
Isle of Dawn,
Karameikos,
Minrothad,
Norwold,
Thyatis,
Ylaruam
Atruaghin Father of the Atruaghin
Clans,
Patron of Good and Wisdom
LG Matter Law,
Good,
Knowledge,
Persuasion
Feathered serpent
wearing a war bonnet
or tomahawk and
war bonnet
Atraughin Clans
Brindorhin Patron of Halflings,
High Hero and Protector
of the Five Shires,
Patron of Abundance
LG Time Law,
Good,
Family
A golden ear of wheat Alphatia,
Darokin,
Five Shires,
Karameikos,
Minrothad
Calitha Starbrow Caretaker of the Sea Races,
Patroness of Meditor and
Aquarendi,
Lady of the Seas
NG Time Good,
Travel,
Fertility,
Sea
A giant pearl enclosed
in a mother of pearl
Minrothad,
Undersea
Chardastes Patron of Medicine and Healing NG Time Good,
Healing,
Knowledge
A silver bell Darokin,
Karameikos,
Ochalea
Coberham Shadowglint Patron of Hin,
Protector of the Five Shires,
First Master
N Energy Magic,
Knowledge,
Fire
A black flame Five Shires,
Minrothad,
Norwold
Cretia Patron of Jokes,
Lord of Trouble and Chaos,
Patron of War,
The Troublestarter
CN Thought Chaos,
Trickery,
War
A grinning face Ethengar,
Glantri,
Vestland
Danel Tigerstripes Patron of the Clan of the Tiger NE Entropy Evil,
Vengeance,
Pain
The eyes of a cat Atruaghin Clans
Diulanna Patroness of Will and
Courage,
Patroness of Hunting
NG Thought Good,
Courage,
Will,
Hunting
A spear stuck in a
rock
Thyatis,
Hinterlands
Eiryndul Patron of Cleverness,
Patron of Shiye-Lawr,
Patron of Adventure
CG Energy Chaos,
Good,
Trickery,
Illusion
A row of white teeth
smiling on black
background
Alphatia,
Isle of Dawn,
Hule
Forsetta Patron of Law and Justice,
Patron of Loyalty,
Patron of Vestland
LG Matter Law,
Good,
Justice
A golden sceptre
with four rubies
set on its head
Northern Reaches,
Norwold
Frey Patron of Friendship and
Fertility,
Odin's Tactician
NG Thought Good,
Courage,
Fertility
A golden boar under
a sickle crossed with
a crown, or a great
golden boar pulling
a flying chariot
Heldann,
Isle of Dawn,
Northern Reaches,
Norwold
Freya Patroness of Love and
Beauty,
Patroness of Family and
Fertility,
Mistress of Seidh,
Keeper of Souls
NG Thought Good,
Family,
Fertility
A white winged horse Heldann,
Isle of Dawn,
Northern Reaches,
Norwold
Garal Glitterlode Patron of Gnomes,
Patron of Invention and
Crafts,
Supreme Technician
CG Matter Chaos,
Good,
Craftsmanship
A facetted and
sparkling crystal;
or two joined cogs
Darokin,
Hule,
Karameikos,
Norwold,
Rockhome,
Serraine
Halav Patron of Warfare,
Patron of Weaponsmiths,
Patron of Traladara,
Patron of Kendach,
Bane of the Humanoids
LN Thought Law,
Strength,
War,
Nobility
A sword plunged
into an anvil
Karameikos,
Isle of Dawn,
Thyatis
Hattani Stoneclaw Patron of the Clan of the Bear NG Matter Good,
War,
Protection,
Courage
A pendent that
supports the claw
of a bear
Atruaghin Clans
Hel Patroness of Reincarnation,
Keeper of the Netherworld,
Queen of Ice and Shadow
NE Entropy Evil,
Death,
Corruption,
Darkness,
Cold
A black stone
carved with
human skulls
Hule,
Northern Reaches,
Norwold,
Sind
Ilsundal the Wise Patron of Elves LG Energy Law,
Good,
Knowledge,
Plant,
Magic
Silhouette of
the Tree of Life
Alfheim,
Darokin,
Karameikos,
Thyatis,
Glantri,
Isle of Dawn,
Norwold,
Sylvan Realm
Ixion Lord of Light and Energy NG Energy Fire,
Good,
Knowledge,
Sun,
War
A flaming wheel Alphatia,
Darokin,
Ethengar,
Glantri,
Ierendi,
Isle of Dawn,
Northern Reaches,
Sind,
Thyatis
Ka the Protector Keeper of Life and Culture,
The Amber Serpent
LG Matter Law,
Good,
Knowledge,
Healing,
Protection
An amber
coloured winged
and feathered
serpent
Alphatia,
Darokin,
Ierendi,
Isle of Dawn,
Norwold
Kagyar the Artisan Patron of Dwarves,
Patron of Craftsmen,
Protector of Miners
N Matter Earth,
Crafts,
Metals
Hammer and
chisel crossed
Alphatia,
Darokin,
Isle of Dawn,
Karameikos,
Minrothad,
Norwold,
Thyatis,
Ylaruam
Khoronus Keeper of the Gates of Time,
Patron of History and Philosphy
N Time Knowledge,
Magic,
Nobility,
Oracle,
Persuasion
An hourglass
or a water clock
Darokin,
Ochalea,
Thyatis
Korotiku The Cheat,
Patron of the Pearl Islands
and the Tanagoro,
Patron of Spiders
CG Thought Chaos,
Good,
Trickery,
Stealth
A black spider Alphatia,
Pearl Islands,
Thyatis
Koryis Patron of Peace and
Prosperity,
Patron of Ochalea
LG Thought Law,
Good,
Persuasion
The palm of a
hand raised in a
sign of peace
Alatian Islands,
Alphatia,
Darokin,
Isle of Dawn,
Norwold,
Ochalea,
Thyatis
Loki Patron of Hule,
Prince of Lies and Deceit
CE Entropy Chaos,
Evil,
Trickery,
Fire
A goblet filled
with a suspiciously
bubbling liquid
Heldannic Territories,
Hule,
Isle of Dawn,
Northern Reaches,
Norwold
Mealiden Starwatcher Patron of Alfheim,
Caretaker of the Elves,
Patron of Explorers and
Adventurers
NG Energy Good,
War,
Protection,
Travel
A rainbow with
one star above
and one under it
Alfheim
Minroth Patron of Minrothad,
Patron of Hope and Prosperity
LG Matter Law,
Good,
Trade
A four feathered
arrow
Minrothad
Nob Nar Patron of Halflings,
Protector of the Five Shires,
Patron of Adventurers and
Audacity
NG Thought Good,
Travel,
Courage
A downwards
pointing sword
curved to form
a fang
Five Shires,
Ierendi
Odin Patron of the Northlands,
Patron of Fair Rulership and
Nobility,
Lord of Sky and Winds
NG Thought Law,
Good,
Air,
Knowledge,
Nobility,
Storm
Silhouette of two
ravens whispering
in a man's ears
Darokin,
Heldann,
Isle of Dawn,
Northern Reaches,
Norwold,
Thyatis
Ordana Patroness of Sylvan Races,
Mother of the Elves
NG Time Good,
Plants,
Protection,
Fertility
An oak leaf Alfheim,
Five Shires,
Isle of Dawn,
Minrothad,
Norwold
Petra Warden of Traladara,
Patroness of Defenders,
Patroness of Besieged Cities
LN Time Law,
Protection,
War,
Courage
A round shield
with a boss in its
centre; or potter's
wheel viewed from
above
Karameikos
Protius Sovereign of the Oceans and
Water,
Patron of Sailors,
Protector of Marine Fauna
N Time Water,
Animal,
Travel,
Sea
A blue trident Alphatia,
Darokin,
Ierendi,
Isle of Dawn,
Minrothad,
Northern Reaches,
Norwold,
Pearl Islands,
Thyatis,
Undersea
Rad Patron of Glantri,
Patron of Magic,
Lord of Radiance
LN Energy Law,
Magic,
Knowledge
Three semi-
-circumferences
which intersect
each other, forming
a perfect triangle
Glantri
Rafiel Patron of the Shadowelves LG Energy Law,
Good,
Magic,
Protection
A book with a star
on its cover
Shadowlands
Rathanos Patron of Nithia,
Lord of Fire
CN Energy Chaos,
Fire,
Magic,
Strength
A flaming brand Alatian Islands,
Ierendi,
Isle of Dawn
Tahkati Storm-Tamer Patron of the Clan of the Horse CN Energy Law,
War,
Strength,
Animal
A knife of buffalo
bone
Atruaghin Clans
Tarastia Patroness of Justice and
Revenge,
Mistress of Truth and Order
LN Energy Law,
Strength,
Justice,
Vengeance
Black
executioners
axe
Darokin,
Karameikos,
Norwold,
Thyatis
Terra Patroness of Life and Fertility LG Matter Law,
Good,
Earth,
Protection,
Fertility
A circle of
stones with a plant
or a living
creature inside it
Alphatia,
Ethengar,
Elemental Plane of Earth
and some Outer Planes
Thanatos Patron of Death and
Destruction
CE Entropy Chaos,
Evil,
Death,
Destruction,
Corruption
A black scythe Alphatia,
Darokin,
Hule,
Isle of Dawn,
Karameikos,
Northern Reaches,
Sind,
Thyatis,
and various Outer Planes
Thor Patron of Warriors,
Lord of Battle and Honour
NG Energy Good,
Strength,
War,
Courage
Warhammer Darokin,
Heldann,
Isle of Dawn,
Northern Reaches,
Norwold,
Thyatis
Valerias Immortal of Love,
Patroness of Passion and
Desire,
Lady of Charity,
Protector of Lovers
CG Matter Chaos,
Good,
Protection,
Fertility,
Persuasion
A delicate rose
with particularly
pointed thorns
Alatian Islands,
Alphatia,
Darokin,
Ierendi,
Isle of Dawn,
Northern Reaches,
Norwold,
Ochalea,
Pearl Islands,
Thyatis
Vanya Patroness of War and
Conquerors,
Patroness of the Heldannic
Knights
N Time War,
Strength,
Courage
Two short swords
crossed over a
vertical spear or
a black rampant
lion on a white field
Heldannic Territories,
Isle of Dawn,
Karameikos,
Norwold,
Thyatis
Zirchev Protector of the Sylvan
Races,
Patron of Hunting
N Energy Animals,
Magic,
Hunting
A hawk riding a wolf Alphatia,
Darokin,
Isle of Dawn,
Karameikos,
Thyatis

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