Immortals were born of need. The Originals, overtaxed with the sovereign positions they had put themselves in, designed a creation to divvy up the tasks, an idea and process conceived by Delana. From that idea came the Immortals. Each Immortal was originally designed to be a copy of the Original that made it, but limited in scope of purview. However, in the process of creation each Immortal determined its own individual look, each having a measure of the Original’s hubris, which is the look the Immortals have today, although it should be noted that they are all capable of taking on a variety of appearances. Some take full advantage of this, others less so. Please see individual Immortal pages for appearance. They became less the proxies their creators tasked them to be and more children, the creation having far more scope and self determination than the Originals had ever thought or intended. Each Immortal was tasked with a specific set of Domains to oversee while the Originals looked to other projects of creation and control. Each Immortal had its own set of relationships, opinions, and ideas…enough so that it became hard to tell which Immortal each had sprung from. The Originals have never revealed if this was expected, designed, or unintentional thus, even the Immortals are unsure of this aspect of their design...but with the wild nature of most Emean-based power, the truth may be a little of everything

Useful Information: Originals

Picture Immortal Domains Parent Status
Aelig Illusion, Mimicry, Chaos Pieren Alive
Aeva Technology, Metal Working, Ambition, Pride Luesco Alive
Ashan Spring, Spirituality, Freedom Pieren Alive
Audrae Deception, Secrecy, Shadows, Fear Cierel Alive
Cassion Travel, Adventure, Stories, Hunger Brelt'ek Alive
Chamadarst Neutrality, Commerce, Isolation, Glass Ati'el Alive
Chrien Storms, Luck, Spite Fei Alive
Daia Companionship, Prosperity, Tailoring, Dance Luesco Deceased
Delroth Birds, Wind, Vanity, Greed Pieren Alive
Edasha Beauty, Jealousy, Sight, Adultery Pieren Alive
Ethelynda Nobility, Honor, Protection, Serpents Luesco Alive
Faldrun Fire, Sun, Turmoil Anox Alive
Famula Souls, Servitude, Resurrection, Blood Cierel Alive
Ilaren Lightning, Sound, Brawling, Alcohol Ati'el Alive
Karem The Hunt, Survival, Wolves Luesco Alive
Kata Insanity, Injustice, Ruin Anox Alive
Lisirra Pestilence, Toxin, Decay, Insects Cierel Alive
Mastes Compulsion, Trickery, Vices Brelt'ek Alive
Moseke Earth, Stone, Nature, Life Cierel Alive
Pier & Pre Judgement, Equality, Justice, Truth, Lies Brelt'ek Alive
Qylios Bonds, Leadership, Light, Courage Fei Alive
Raskalarn Conquest, Dominion, Discipline, Devastation Anox Alive
Ralaith Wisdom, Bitterness, Time, Bears Pieren Alive
Sintra Manipulation, Entrapment, Arachnids Cierel Alive
Syroa Transformation, Lust, Acting, Fury Brelt'ek Alive
Thetros Reincarnation, Passion, Sanctuary Brelt'ek Alive
Treid Ice, Moon, Knowledge, Longing Fei Alive
U'frek Navigation, Water, Auroras Fei Alive
Vhalar Fall, Festivals, Guardian of Oaths, Art Ati'el Alive
Vri Death, Sadness, Remembrance, Love Brelt'ek Alive
Xiur Clouds, Dusk, Stars, Hope Fei Alive
Ymiden Summer, Dawn, Rebirth, Forgiveness Luesco Alive
Yvithia Communication, Language, Intelligence Ati'el Alive
Zanik Strength, Seduction, Music Anox Alive
Ziell Winter, Peace, Prophecies Ati'el Alive

The Shattering ended the Originals unexpectedly. In the vast depths of their power they could have never thought they would have limitations. Whether by stretching themselves too thin or by any of the many other theories surrounding the event, the Originals were destroyed one by one within moments of one another, leaving the Immortals to care for Idalos in their absence. It was quickly discovered that the Immortals were not the equals of the Originals in power. Thetros, Moseke, Audrae, Chrien and other Immortals who decided to create their own variation of the mortals soon found that their limits were easily defined. No Immortal could create another Immortal, as part of their design by the Originals, and the act of creating an entirely new race brought Fracturing, the lattice of glowing white scars racing along the Immortal’s form. Although they could hide it from each other and mortals with effort, it was a reminder of their own limitations and how close they had come to sharing the fate of their predecessors; a fate which even the Immortals still do not fully understand.

The Immortals persist in the present day and age, plotting against each other and ruling the Domain(s) they were granted from the beginning. Some see this as responsibility, others as a blessing, still others a curse. Each Immortal has cultivated an identity built on centuries of time and interaction with each other. While they take the form of mortals, their minds and souls are beyond a mortal’s complete understanding. Each Immortal is still coming to understand themselves and their roles in Idalos. Most cannot maintain the distant god-like structure of their parents and struggle with how divided they should be from the society that defines them, and provides them with the worship and devotion they need to increase in power.


The truth of Immortals is that they are myriad in one. Like the Originals, all the Immortal is cannot be contained in a single mortal body. These bodies are avatars of their Emean selves, conduits to Idalos that allow them to make use of their unique abilities. Most mortals mistakenly consider the Immortal’s physical appearance to be the measure of what they truly are when in truth they are vast, concept given choice and dominion over the laws of reality itself. The majority of an Immortal exists in Emea, within their specific Domain, but they interact with Idalos through their physical representation. The true form of an Immortal is mutable, ever-changing, never defined and vast.

Immortals Physiology.jpg

An Immortal is always much faster, stronger, and hardier than any of the mortal races. Their physical form is a manifestation of a being way beyond mortal comprehension. An Immortal has the choice to appear however they wish within the scope of their Domain and physicality, growing, shrinking, or altering themselves as necessary, with some choosing, at times, to take massive shapes, like Chrien. Even without their strange powers, Immortals are a perfected form created by the Originals Their nature is to exceed and surpass ordinary limits. Even the most peaceful of Immortals has combat experience and abilities well surpassing the limits and skills of mortal practitioners. Those that excel in combat are more terrifying still, their abilities like none ever seen before. Some theorize that the powers granted by Immortals when they bless a mortal are heavily diluted examples of their own skills and abilities, but that is not clear. What is known is that the greatest mortal warrior, mage, medic or smith is as an untrained novice when faced with an Immortal whose Domains those skills fall under.

An Immortal’s physical avatar, with its perfect physiology, is immune to disease, infection, and illness of any kind. Poisons, too, are usually quickly expelled from the Immortal body either physical or their Emean form before they have a chance to do much damage. That said, Lisirra is still developing a possible toxin that will bypass the Immortal physiology. If she does, she will certainly outfit her Champion and test it out. Should they be successful and kill the physical avatar, the Immortal would be greatly weakened but it is only through the death of the Emean self that an Immortal can ever truly die. If the death of an avatar occurs, a Major Fracture is created at the physical location where it happened. Should, however, the Emean self be destroyed then the backlash is contained in the whirling chaos of the Dreaming Realm. In those rare cases where an Immortal's Emean self has been destroyed, leaving behind their physical avatar, then what happens depends on the circumstances of the Immortal's existence. If the Immortal had previously experienced death of their avatar and so, their Champion ascended into the Immortal, then upon the death of the Emean self the Champion's mind and memories, [i]as they were at the moment of becoming the Immortal[/i] snap back into the physical form. If this is the Immortal as created by the Originals and no Champion has ascended, they leave behind them a physical husk which is empty of soul or spirit

Additionally, an Immortal is always able to sense when an individual is marked by another Immortal. While they cannot necessarily innately sense Mortalborn that are not their own children, if a Mortalborn uses their power while marked or in the presence of the Immortal they will be aware. An Immortal is theoretically capable of removing a Blessing or Curse from an individual even if they are not of their Domain but it is a difficult process, and not one that any Immortal is likely to undertake, especially since doing so contravenes the Oath taken by all Immortals except Cassion, Aelig and a few others, not to meddle in each others affairs directly and so invites open warfare. Both giving and removing marks causes a small amount of damage to the Immortal, but the amount is usually so small that it is known as 'cracking', not the full damage of fracturing. The level of this is dependent on the level of the mark, also, creating a Champion is a lot more draining on an Immortal than inferring a favoured blessing

Tragically, an Immortal does not have the same choice as a mortal might. Raskalarn can never free herself of being a conqueror (nor would she even consider it), and Kata can never be restored to sanity. The Immortals are tied irrevocably to their domains, forced to be the people the Originals made them as. While many Immortals recognize this contradiction to their power, the lack of freedom to change, they have no way to move past it. Supposedly there is a way to grant an Immortal the ability to change that was once known by Luesco but such knowledge is lost.

An Immortal does not age. Much like the Originals, their longevity may be measured in millennia, if at all. ‘Immortals’ was the name given to them by the mortals who first encountered them, not as gods, but as beings that could withstand time. Although the Immortals settled into their more deific duties later on in history as mortals transitioned into worshiping them, the name Immortal followed them to the modern age.

Immortals are not capable of killing each other. If they were, not as many would have survived to the current arc. Frustratingly, Immortals are actually built to support each other. When even one additional Immortal is present, the regenerative powers of each Immortal are magnified immensely. It is literally impossible for an Immortal to slay another when in each other’s presence, without some intervening means. This does not, however, stop them from being able to inflict grievous harm, capture, paralyze, or otherwise incapacitate their brethren if needed.


It is whispered that one of the only ways to kill an Immortal is to have a mortal do it. This is not because a mortal is stronger, faster, or more deadly than Immortal…far from it. But a mortal has something within them that the Immortals do not. This will, this intent, is fatal to an Immortal. The Originals did not need outside help in order to be powerful, but Immortals were designed differently. Immortals are strengthened by the actions, intentions and devotions of mortals. The more they have directed to them, or falling into their Domains, the more powerful they become. While this is not enough to repair any damage done by Fracturing, it does allow an Immortal to operate at greater capacity than they were created to have. While Immortals cannot kill each other, they can overpower, capture, and torture each other. Devotion gives an Immortal strength. It is one of the secrets behind the swell of their power and why so many have made themselves popular figures in mythos and mortal civilization. While an Immortal does not need Devotion to subsist, it does give their own powers a significant boost and allows them to mark more souls as their own, and under their purview.

That same reliance is a weakness. Intent, so necessary for an Immortal to draw additional power, can be turned against them and twisted into a weapon. The desire to kill an Immortal, the DEVOTION to kill an Immortal is the deadly edge a mortal can put upon their own weapons. While an Immortal is still difficult to kill with their powers and perfect physiology, a mortal who pierces an Immortal’s heart or beheads them will kill that Immortal’s physical avatar. The Devotion to kill makes mortals dangerous and powerful, but not so much so that it outweighs the power they can add to an Immortal’s strength. Immortals must walk the line between seeming enough of a god to discourage attacks and accessible enough to engender worship. Most Immortals struggle with that identity.


Immortals are favored of Emea and all have the natural ability to pass instantly to that realm from wherever they are. Once there they can use a series of shortcuts they’ve memorized in their long lives to appear almost anywhere else on Idalos. In addition, each Immortal has a realm in Emea that they completely control. It is a place for the souls of their adored, exalted, and champions to find respite and for them to heal or work on individual projects. In many ways, this realm is the Immortals’ true body, an Emean mass of sentience and primordial creation. An Immortal can open this realm to others but only by permission. It is well known that Jesnine and Kielik, as chosen of Emea, can find any realm of any Immortal they want…although they are careful not to intrude uninvited.

Immortals have complete control over their own purview. Any power or ability that can be imagined in their purview is an ability the Immortal can likely use. While their power is not infinite, they do surpass the limits of any mage by leaps and bounds. If they push their limits too hard, they will begin to Fracture.

Immortals have the power to grant life. While they are not the only ones who are able to do so, they are one of the few beings that can tie a being to Emea, thus granting it a soul. This process is a height of their abilities and significantly taxing. Most Immortals who have created their own race show the price they had to pay to do so. Fracturing, the incandescent scars across an Immortal’s body so reminiscent of their parents. Many Immortals before them fell to Shattering and the ones left carefully avoid crossing that limit.

Immortals have the power to be aware of anyone who mentions them or devotes an action to them. Any prayer, any act, any temple dedicated will come to the attention of the Immortal immediately. While an Immortal cannot usually be in two places at once, they can easily observe their marked and those who willingly DEVOTE a prayer or action in their names. Immortals are by no means omniscient, but those who speak of them find that their attention can be summoned. In addition, any mortal marked by an Immortal can always be found by that Immortal. Marking Mortals is a way to share some of their domain powers with trusted followers who can spread their dogma or see to their wishes in the mortal world. While Immortals cannot kill each other, many act through the proxy of their worshipers and marked to further their schemes or ideas.

To be marked is to be claimed by an Immortal and that Immortal will always be able to hear, see, and sense the individual wherever they go. Some would avoid confrontation with an Immortal for this very reason.

An Immortal can create artifacts or grant simple objects vestiges of their power. This can be taxing, depending on the extent of power the Immortal imbues, and can certainly can be misused in the wrong hands. Idalos history is filled with legends of items granted by Immortals to appreciated or valued followers, items that outlive their wielder.

An Immortal can sense panic, desperation, and fear like a spider senses vibration on a web. Due to the nature of Immortals, they are specially tuned to the desperation of mortals. If they can intervene and help them, they may earn their devotion and thus more power. Any mortal who is ever desperate, lonely, or possessed of strong emotion can theoretically be found by an Immortal through their connection to Emea. This is not omniscience, but more a network of awareness. A mortal in a situation most related to an Immortal's domain or that has met an Immortal before will resonate more clearly to that Immortal. Most mortals can easily hide from an Immortal if the Immortal has never met them, and even those who have can find artifacts to obscure their presence and limit their time in Emea.

An Immortal will always be aware of their progeny, no matter what form they take. Their Mortalborn can only hide from them with special artifacts crafted specifically to obscure an Immortal’s sight. When in the presence of their progeny, an Immortal can forcibly access their domains as if they were the Immortal’s own, making their progeny useful no matter how defiant. Depending on how strong the progeny is, they may resist this intrusion and the Immortal always has the option to brute force the connection. Some powers of the domains may require a Mortalborn’s choice to operate. Their own created abilities are always uniquely their own, but all other areas of that domain can be accessed...willingly or unwillingly by the parent.

An Immortal can create a Mortalborn by taking a mortal partner. This is not always a choice, but if an Immortal chooses, it always happens. Accidental Mortalborns are often the product of an unconscious choice on behalf of the Immortal, the need to cement a bond or link to someone the Immortal is emotional invested in. The complexity of Immortals is knowing they will watch those they love grow old and die. They live side by side with the mortals that worship them, love them, hate them, and fulfill them but they are always outside of that flow. A Mortalborn is a desire, mostly to understand and sometimes for power. Immortals cannot apologize for what they are, products of their parents...although unlike the Originals, an Immortal’s relationship must include a mortal for the union and child to be born. Immortals are rarely uniform in how they treat these progeny, and historically many Mortalborn have had significant roles in shaping history. A Mortalborn is just another mystery to the Immortal, who lost their parents before they could explain all the details of this new existence.


Immortals can perish, but their Domains remain. Even those marked by an Immortal will keep the mark upon their soul, even if there is no Immortal to advance it. It is evidence enough that an Immortal’s power remains even after death, as an Immortal’s true body is not in Idalos at all, but in the swirling chaos of Emea. Although it has yet to happen, there is a way for a marked of exalted or higher to ascend to the position of the previous Immortal, giving themselves completely over to the power and ‘becoming’ the new Immortal. If this would ever be a PC, that PC would immediately become an NPC. The identity of the Immortal would meld with that of the chosen. If Famula was killed, an exalted of hers or champion could take her place, and become a new Famula. It would be Famula, no longer the mortal follower but a composite identity. The follower is absorbed into the Immortal. The Immortal will keep their new face and body in their physical avatar, thus changing their outward appearance to mortals, but would become a composite of both the identity of the Immortal and the former follower. If the Emean self of the Immortal is damaged or harmed, however, this is not possible.

Note on playing Immortals for prophets: Immortals are more akin to gods than mortals. They are distant, sometimes alien, and struggle for their sense of identity amidst the short-lived mortals they stand over. Their motivations are not always clear and their emotions do not always escalate or deescalate in a way that a mortal might expect. When playing the Immortals remember that they are apart and above the mortals, not at all mortals themselves. Much as they try, an Immortal can never understand and can only act as though they belonged among the normal populace

Useful Links

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