Immortals
Main Menu
Welcome
Who are Immortals?
Known Immortals
Factions
Known Realms
Rutter of the Nexes
Items
Known Spells
Player's Guide
Notice Board
Scribe Notes
Editing
New Page
Files
All Pages
Categories
Other
Admin
Login/Logout
Search
Advanced Search »
Back
History
Fragment 1 - The Trail of Father Severian
=====20/9/2007===== =====Domio writes...===== From what I can gather, it all started when the Knight of Iron, the first, advanced the dooms day clock, heralding an untimely end of days. ==Beginning of the End== At this exact point, Set was also freed. Serafin was alerted immediately and moved to a war footing. Subsequently, Gideon, the Defender of the Line, was killed to be kept safe for the impending battle. Set, while his location is unknown, was rumoured to be interested in the place where mortal souls go when they move on from the cycle of reincarnation. He was also rumoured to be investigating a means whereby all Immortals would ultimately owe allegiance to him. Some suspect that these rumours were started by Serafin as propaganda. Others believe that Serafin will be betrayed in the 11th hour by a group of his allies. But this is clearly rubbish and I have it on good authority that anyone caught propagating these allegations will be turned into a lamp. Our heroes, the Knave of Hearts and the Weaver of Mist, enter the story in London, Victoria. They saw a carriage visiting Serafin's house, which had the insignia of a Gorgon's head on it and a monk as payload, traveling by the name of Father Severian. He stayed for several days and after that was follow to Budapest, where he spoke with the Lord of Similarities. Part of this conversation was overheard. Father Severian asked for his allegiance in an inevitable battle. The Lord of Similarities declined, at which point the Father threatened to interfere with the Lord's plans. The Lord of Similarities took the threat in his stride and left the Father grateful he was still breathing, but no alliance was formed. Father Severian was followed to a small town below the Mediterranean, which sat the Poor Clares' convent. At first glance, this convent didn't seem out of place, but under closer inspection it was a Gorgon worshiping nest. Our heroes broke into the convent, a fight ensued and there was lots of pain and running. The Lord of Mist later died of infected burns, but his name was upheld by a certain Master of Riddles. The Master of Riddles' otherwise comely appearance, was marred by some dirt on his shoe, the Lord of Bones. The nest of nuns gated out sometime over the intervening introductions and were ultimately tracked to a Temple of Fire in Bahrain, an island off the coast of Kuwait. Where they are currently in hiding and up to no good. There was riddle game with a Sirrush, which talked about an entity outside of time and space and an untimely end of days. More on this later. It's believed that the Eternals are a third-party in the up coming battle, whose lackeys we are spying on at the moment. Their motives aren't clear. On the one-hand they're a serpent cult, on the other hand they are to angels as horrors are to demos, so lawfully aspected, and so possibly have something to gain from an alliance with Serafin. Our current mode is information gathering so that we can work out our place in the war. A war that presents the greatest threat the known realms has faced.
Immortals is a role-playing game developed and run by Jim Arona.
Powered by
ScrewTurn Wiki
.