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: WizardsMost 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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