Immortal Servants of the Northern Pantheon

By Håvard Rønne Faanes

 

 

Elf, White

 

Sphere: Energy
Status: Exalted
Power Points: 100
Anti-Magic: 25:%
Armor Class: 0
Hit Dice: 10*********
Hit Points: 50
Move: 120’ (40’)
Attacks: One Weapon (Spear, sword, battleaxe, short bow, long bow)
Damage: by weapon
No. Appearing: 1 (1d3)
Save As: IM1
Morale: Special
Intelligence: 1d8+17
Treasure Type: D
Alignment: Neutral (in AD&D: Any non-evil)
XP Value: 8,500 (0 PP)

 

White Elves, also called Ljosalfar or High elves live on an outer plane called Alfheim. When Ordana created the elves of Mystara, Odin helped her with advice and power. In return she allowed him to walk among them. Odin soon became a good friend of the elves and those who listened to his wisdom were inspired. He asked a few of them to come and live with him, and they accepted. These became the White elves. White Elves are tall pale blonde humanoids with distinct elven features. They have no shadow. Rather, they are surrounded by an aura of light. White Elves are elegant and graceful beings. They voices are melodious and almost enthralling.

Many White Elves are famous bards.

 

The White Elves are not servants of Odin as such. They see Odin and his fellow Immortals as friends, and equals. The elves are often invited to parties in Valhalla, and the Immortals are always welcome in Alfheim. The White Elves hate Loki his Black Elves and will assist anyone fighting those forces.

The White elves are very concerned with the safety of elves on Prime Material. They often disguise themselves as normal elves and walk among their shorter ‘cousins’. Sometimes special elven heroes are invited into the the realm of the White Elves.

There are many gates between the outer plane called Alfheim and the elven kingdoms on Mystara. After the Shadowelf Invasion all gates to Alfheim (aka Aengmor) were closed. They will be reopened if the forest is restored.

The White Elves rarely take actions that influence the political situations on Mystara, but they sometimes help individual elves.

 

Special abilities: White Elves are exalted creatures who can be killed.

Like Immortals they can spend TP to gain the abilities of 36th level spellcasters. They do not need to eat sleep or breathe. They are Immune to energy Drain, disease, aging and Immortal-level ESP spells. They only have one form and can not have a mortal identity. It takes a weapon +3 or greater to harm them. They have Anti-Magic, but are affected by mortal magic.

 

Characteristics: Ability scores for White Elves is determined as following Str, Con, Wis: 1d6+14; Dex, Int and Cha: 1d8+17.

 

Where found: Alfheim (the outer plane), Prime Material, or anywhere else.

 

 

 

Elf, Black

 

Sphere: Entropy
Status: Exalted
Power Points: 100
Anti-Magic: 25:%
Armor Class: 0
Hit Dice: 10*********
Hit Points: 50
Move: 120’ (40’)
Attacks: One Weapon (Spear, sword, battleaxe, short bow, long bow)
Damage: by weapon
No. Appearing: 1 (1d3)
Save As: IM1
Morale: Special
Treasure Type: D
Intelligence: 1d8+17
Alignment: Chaotic (in AD&D: any Evil)
XP Value: 12,850 (1PP)

 

Black elves, also referred to as Dark elves or Dock-alfar/svartalfar, are White Elves who were corrupted by the secret whispers of Loki. They now live on Lokis Homeplane Svartalfheim. The Black elves are pale vampire like elves with black or red hair. They are always surrounded by unnatural shadows, obscuring their figures. Black Elves make no sound when moving.

When they speak it sound like they are whispering.

 

The Black elves have had some contact with the Moulder Dwarves of the Northern Reaches, and have taught these dwarves secret magical rituals.

Many Moulder Dwarves are puppets of Black elf plots. Black elves are motivated by greed for power and magic and are creatures of deception rather than violence. They are not brave and will rather flee than risk serious injury.

 

Special abilities: These elves are exalted creatures who can be killed.

Like Immortals they can spend TP to gain the abilities of 36th level spellcasters. They do not need to eat sleep or breathe. They are Immune to energy Drain, disease, aging and Immortal-level ESP spells. They only have one form and can not have a mortal identity. It takes a weapon +3 or greater to harm them. Black Elves have Anti-Magic, but are affected by mortal magic.

 

Characteristics: Ability scores for White Elves is determined as following Str, Con, Wis: 1d6+14; Dex, Int and Cha: 1d8+17.

 

Where found: Svartalfheim or anywhere else.

 

 

 

Valkyre

 

Sphere: Thought
Status: Exalted
Power Points: 200
Anti-Magic: 25:%
Armor Class: 0
Hit Dice: 16*********
Hit Points: 80
Move: 120’ (40’)
Flying: 180’ (60’)
Attacks: One Weapon (Longsword, Spear, battleaxe, short bow)
Damage: by weapon
No. Appearing: 1 (1-6)
Save As: IM1
Morale: Special
Treasure Type: n/a
Intelligence: 1d8+25
Alignment: Lawful
XP Value: 12,850 (1PP)

 

Valkyres are the servants of Odin. They are warrior women who search the battlefields for souls worthy of serving Odin in his army of Einherjar.

The Valkyres look like strong beautiful women wearing chain mail armour and metal helmets. They can fly at will, but usually ride flying horses or pegasi. (statistics of flying horses are the same as those of the pegasi, but these do not have wings). Valkyres are feared by mortals. They serve the aspect of Odin as the Immortal of Death. If mortal should slay a Valkyre, she will return on right before the battle where her killer will be slain and give him a kiss. That warrior will never be allowed to enter Aasgard or any plane controlled by Odin and his allies. Valkyres are often found on Limbo, the plane of restless souls where they look for the souls of brave warriors and lead them to Valhalla. Most outer planar beings stay away from the Valkyres as they know that hindering a Valkyre will not only be dangerous in terms of having to fight the Valkyre, but it will also give them the eternal enemity of Odin himself.

 

Special abilities: Valkyres are exalted creatures. Like Immortals they can spend TP to gain the abilities of 36th level spellcasters. They do not need to eat sleep or breathe. They are Immune to energy Drain, disease, aging and Immortal-level ESP spells. They only have one form and can not have a mortal identity. It takes a weapon +3 or greater to harm them. They have Anti-Magic, but are affected by mortal magic. When a Valkyre is reduced to 0 hp her body perishes and her life-force is returned to Valhalla where it can be given a new body by Odin.

 

Characteristics: Ability scores are 1d8+25, except charisma which is 1d12+2

 

Where found: In Valhalla, on Limbo or elsehwere

 

 

 

Hellkyre

 

Sphere: Entropy
Status: Exalted
Power Points: 200
Anti-Magic: 25:%
Armor Class: 0
Hit Dice: 16*********
Hit Points: 80
Move: 120’ (40’)
Attacks: One Weapon (Longword, Battleaxe, Spear, short bow)
Damage: by weapon
No. Appearing: 1 (1-6)
Save As: IM1
Morale: Special
Treasure Type: n/a
Intelligence: 1d8+25
Alignment: Neutral (Ad&D: Any Evil)
XP Value: 12,850 (1PP)

 

Hellkyres are Hel’s special servants. They normally look like hideous and twisted Valkyres. They are skinny and gaunt creatures, yet they are stronger than any mortal man. They ride Nightmares or other hideous creatures.

Unlike the Valkyres, Hellkyres do not mainly search for souls to serve their Queen. Hellkyres perform special tasks for their mistress only and are thus rarely seen outside Helheim, Hel’s Homeplane. These creatures will attack Valkyres on sight, though few such battles have been reported. This may be due to the fact that very few Hellkyres exist.

 

Special abilities: Hellkyries are exalted creatures who can be killed.

Like Immortals they can spend TP to gain the abilities of 36th level spellcasters. They do not need to eat sleep or breathe. They are Immune to energy Drain, disease, aging and Immortal-level ESP spells. They only have one form and can not have a mortal identity. It takes a weapon +3 or greater to harm them. Hellkyries have Anti-Magic, but are affected by mortal magic.

 

Characteristics: Ability scores are 1d8+25, except charisma which is 1d12+2

 

Note: This is not a mythological creature. More about Hellkyries can be found in The Primal Order.

 

Where found: Helheim, or elsewhere.

 

 

 

Einherjar

 

Sphere: Thought
Status: Exalted
Power Points: 100
Anti-Magic: 25:%
Armor Class: 0
Hit Dice: 10*********
Hit Points: 80
Move: 120’ (40’)
Attacks: One Weapon (Spear, sword, battleaxe, short bow)
Damage: by weapon
No. Appearing: 1 (1d3)
Save As: IM1
Morale: Special
Treasure Type: n/a
Intelligence: 1d6+14
Alignment: Lawful
XP Value: 8,500(1PP)

 

The Einherjar are warriors slain in battle. They now serve Odin in his own army which he will use in the final battle against Entropy. The einherjar typically look like warriors of the Northern Reaches. Tall, blonde or red headed with long beards worn lose or braided. They wear chainmail and metal helmets and wield swords, spears or axes. However, there are heroes among the Einherjar who appear very different from the average warrior.

Statistics given above is for the standard Einherjar, statistics for unusual warriors may vary.

Half of the einherjar army is commanded by Odin himself, the other half is commanded by Freyja. Freyjas einherjar are recognized by their Lynx hoods.

The Einherjar usually stay in Valhalla, fighting, eating and drinking, though they are sometimes sent on special missions by Odin of Freyja.

 

Special abilities: Einherjar are exalted creatures who can be killed. Like Immortals they can spend TP to gain the abilities of 36th level spellcasters. They do not need to eat sleep or breathe. They are Immune to energy Drain, disease, aging and Immortal-level ESP spells. They only have one form and can not have a mortal identity. It takes a weapon +3 or greater to harm them. They have Anti-Magic, but are affected by mortal magic.

 

Characteristics: All abilitty scores are determined using 1d6+14

 

Where found: Normally only in Valhalla.

 

BACK