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Iliricby Marco Dalmonte English translation by Gary Davies
Patron of Magic, Patron of Ambition
Level, Alignment, Sphere: 8th (Temporal), NE, Energy
Symbol: a quarterstaff crossed with an open parchment
Portfolio: magic, knowledge, greed, egoism, ambition
Worshipped in: Savage Coast (Herath), Hule, Midlands
Appearance: a human of about thirty with a healthy and vigorous aspect, about 1.80m tall, with hazel eyes and an apprehensive look, his upper lip adorned with a black and well-groomed goatee, jet-black hair combed backwards and pomaded, dressed in a long black tunic decorated with little reassuring silver runes and a knotty staff in hand.
History: Iliric was born in the Dravish city of Bylot in the XIV century BC and after a long apprenticeship, succeeded to equal the power of his master and to take the post. His dream was to achieve absolute power and equal the Immortals, and knew that it could happen only if he was hardly engaged and he had free range. Unfortunately, with the advance of Wogar’s goblinoid hordes that invaded the Savage Coast in 1300 BC his peace and his magic research was put in danger, and he was forced to leave his tower, without caring to protect the lives of his companions, who indeed were exterminated by the goblinoids (thus fell the last city of the Dravish culture in the Yazak Steppes). Iliric started to head for the midlands of Brun, accumulating wealth and power in the hope of gaining the support of an Immortal and successfully achieve divine status. His first three petitions were refused because of his arrogance, but he persevered in giving his fruits, seeing that in Eiryndul he had found an interested patron. His Test consisted in finding the fabulous Carpet of Millicent, woven of extraordinary powers. This was recovered, although at the price of the life of one of the companions of Iliric, but he didn’t shed a tear for his disappearance. Meditating at length on the creation of a new magic item. Finally decided to creating an item that combined the powers of many spells of identification. With it he can know immediately the alignment, history, profession, intelligence and every other characteristic of any willing creature; the item was nicknamed the Nose of Iliric. Settling then in the steppes to the northwest of present day Hule, he founded a school of magic and attracted many brilliant students; despite all his faults, Iliric was a brilliant mage. Creating then within his castle various lakes positioned as in a grid. At the centre of each is found an isle, and on each isle grew a different tree His collection including one species for each variety of tree known, some of which wouldn’t have grown in a climate like that. Therefore creating the present region of Rockwater, to the west of Lake Tros, considered a holy site that no Hulean and not even the Master has ever tried to conquer and that still today is lordship of Iliric and of his followers. At the end he joined in the eternal duels with the most powerful mages of the region, for Iliric craved Immortality more than anything else and had to conquer all of them, including annihilating many of his former students. It was thus that Iliric became Immortal in the XII century BC, and his cult has spread immediately into the surrounding area, in particular in Herath and in Hule, where he now is worshipped as the patron of magic and greed by scrupulous spellcasters.
Personality: Iliric is an ambitious and determined individual, and his total lack of scruples associated with an unrestrained passion for magic and power has always made him a dangerous ally and an insidious enemy, for this prefers often acting alone and advancing his projects allying himself from time to time with those he feels most comfortable. For example, in Hule is a faithful supporter of Loki, while in Herath has chosen to align with Korotiku (noted adversary of Loki) for having access to aranea followers, and in the region of Rockwater his followers have given alternatively support to the Master or to the elven followers of Eiryndul (his ancient patron), whenever its to his advantage.
Patron: unknown [presumed: Eiryndul]
Allies: none stable (varies by projects)
Enemies: none stable
Alignment of followers: any; clerics must be Chaotic
Favourite weapon: none (allowed all bludgeoning weapons)
Clerics’ skills and powers: +1 bonus to Intelligence, free concentration general skill
Domains: Energy, Evil, Magic, Knowledge
Preferred weapon: quarterstaff
Source: IM2, SCS