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Guide to the Immortals

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objectives, forging a new legion of individuals that<br />

one-day, perhaps, will inherit <strong>the</strong> Multiverse.<br />

Thus begins <strong>the</strong> journey that promotes <strong>the</strong> most<br />

worthy <strong>to</strong> fill a post among <strong>the</strong> Celestial Spheres. Some<br />

simply wish <strong>to</strong> overcome mortal barriers and becoming<br />

something more, some thirst only for power, some seek <strong>to</strong><br />

defend good, evil, order or chaos in <strong>the</strong> universe, some<br />

face <strong>the</strong> challenge purely because it exists. Not all are able<br />

<strong>to</strong> realize <strong>the</strong>ir dream. Only <strong>the</strong> smallest part of those that<br />

begin <strong>the</strong> journey <strong>to</strong> Immortality see <strong>the</strong> dream achieved,<br />

those doing so must inevitably become aware that with<br />

that absolute power also comes greater responsibility for<br />

<strong>the</strong> welfare of o<strong>the</strong>r beings. Once immortal, <strong>the</strong> character<br />

is able <strong>to</strong> manoeuvre (more or less directly) <strong>the</strong> course of<br />

events, pursuing progress in <strong>the</strong>ir Sphere and advancing<br />

<strong>the</strong>mselves in <strong>the</strong> hierarchy, with <strong>the</strong> ultimate goal of<br />

reaching <strong>the</strong> summits of power.<br />

Since nearly all <strong>the</strong> <strong>Immortals</strong> were at one time mortal,<br />

and <strong>the</strong> tasks of candidates seeking advancement are<br />

constantly being pursued, <strong>the</strong> DM can allow characters <strong>to</strong><br />

research Immortality, undertaking <strong>the</strong>ir own long journey<br />

<strong>to</strong> become legend. The most tenacious and heroic<br />

characters will prove <strong>the</strong>ir worth and achieve Immortality.<br />

Once <strong>the</strong>y do so, however, it’s extremely likely that <strong>the</strong>y<br />

will disappear from <strong>the</strong> world, living on only in legend<br />

and in <strong>the</strong> words of <strong>the</strong>ir priests (since <strong>the</strong>ir field of play<br />

becomes <strong>the</strong> broader stage of <strong>the</strong> Multiverse).<br />

The only reliable way <strong>to</strong> enter <strong>the</strong> Celestial Spheres<br />

requires <strong>the</strong> completion of several tasks of extreme<br />

difficulty. There are five paths that lead <strong>to</strong> Immortality,<br />

each one of which corresponds <strong>to</strong> one of <strong>the</strong> five Spheres<br />

of Power. Any intelligent mortal that achieves maximum<br />

level can try <strong>to</strong> achieve Immortality by following one of<br />

<strong>the</strong>se paths. The fifth path, <strong>the</strong> one that leads <strong>to</strong> entropy,<br />

is one that only evil or extremely egotistic individuals<br />

would pursue, and is <strong>the</strong> only one which has four variants<br />

(each one of which rests in opposition <strong>to</strong> one of <strong>the</strong> paths<br />

of <strong>the</strong> o<strong>the</strong>r four Spheres).<br />

PREREQUISITES FOR CANDIDACY<br />

In order <strong>to</strong> enter on<strong>to</strong> <strong>the</strong> path <strong>to</strong> Immortality, <strong>the</strong><br />

candidate must be a figure of proven experience and of a<br />

certain fame won thanks <strong>to</strong> his enterprise. 3 These paths<br />

aren’t commonly known, and <strong>the</strong> DM should use this task<br />

as <strong>the</strong> basis for a long adventure, at <strong>the</strong> end of which <strong>the</strong><br />

candidate must have gained at least one level of experience<br />

before being ready <strong>to</strong> encounter his Patron.<br />

Each path for Immortality begins in <strong>the</strong> way described in<br />

<strong>the</strong> following paragraph: it is assumed that <strong>the</strong> relative<br />

complications of <strong>the</strong> various paths have been well<br />

3 For <strong>the</strong> Classic D&D rules (Rules Cyclopedia and Basic-Master<br />

sets), for candidacy <strong>to</strong>wards Immortality a human character must<br />

have achieved at least 30 th level, while a demihuman must have at<br />

least <strong>to</strong> 2,000,000 XP. For <strong>the</strong> D&D Third Edition rules it’s<br />

necessary that <strong>the</strong> <strong>to</strong>tal levels of <strong>the</strong> character be at least 18 th and<br />

that he has at least 5 levels in a single class (considered his<br />

preferred class).<br />

7 <br />

presented before <strong>the</strong> character makes his choice.<br />

1. Selection of <strong>the</strong> path for <strong>the</strong> Sphere of Power that<br />

<strong>the</strong> character desires <strong>to</strong> serve.<br />

2. Selection of a Patron Immortal of Celestial or higher<br />

rank.<br />

3. Obtaining <strong>the</strong> Patron, by seeking out an Immortal<br />

and requesting a petition.<br />

The task of an Immortal and <strong>the</strong> petition for obtaining<br />

his sponsorship constitutes <strong>the</strong> first of many difficult tasks.<br />

The task of a Patron often takes <strong>the</strong> seeker <strong>to</strong> <strong>the</strong> summits<br />

of remote peaks, famous for being particularly dangerous<br />

and inaccessible places.<br />

Once <strong>the</strong> location is chosen, <strong>the</strong> mortal must obtain a<br />

treasure of incredible value that is suited <strong>to</strong> <strong>the</strong> Immortal’s<br />

Sphere (this obviously implies that <strong>the</strong> mortal must be<br />

informed on <strong>the</strong> significance of <strong>the</strong> Spheres of Power and<br />

on <strong>the</strong>ir objectives, before he selects which Immortal <strong>to</strong><br />

devote himself <strong>to</strong>). This gift must be of particular beauty<br />

and have characteristics corresponding <strong>to</strong> <strong>the</strong> nature of <strong>the</strong><br />

Immortal’s Sphere. The possibility of a positive response<br />

on <strong>the</strong> part of <strong>the</strong> Immortal is directly proportional <strong>to</strong> <strong>the</strong><br />

value of this gift.<br />

At this point, <strong>the</strong> journey can begin. It must demand at<br />

least one year in game time; also, as previously stated, in<br />

<strong>the</strong> course of <strong>the</strong> journey <strong>the</strong> character must advance one<br />

level. 4 The journey must be very treacherous and filled<br />

with a series of collateral events that should distract <strong>the</strong><br />

character from his final quest. The gift must <strong>the</strong>refore be<br />

diligently guarded <strong>to</strong> avoid <strong>the</strong>ft or damage; should <strong>the</strong><br />

worst occur, <strong>the</strong> damage must be fixed or <strong>the</strong> gift retrieved<br />

before <strong>the</strong> journey can continue. The petitioner's journey<br />

is completed only once he has scaled <strong>the</strong> mountain under<br />

his own power, which is obliga<strong>to</strong>ry.<br />

During <strong>the</strong> ascent, <strong>the</strong> DM must set up seven<br />

encounters, each acting as a test of one of <strong>the</strong> following<br />

qualities:<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Honour and reliability<br />

Loyalty <strong>to</strong> <strong>the</strong> Sphere of Power<br />

Resourcefulness<br />

Courage<br />

Tenacity in <strong>the</strong> face of adversity<br />

Cleverness and wisdom<br />

Mercy and charity (in <strong>the</strong> case of <strong>the</strong> Sphere of<br />

Entropy <strong>the</strong>se two qualities become “subterfuge<br />

and egotism”)<br />

These characteristics can be adjusted based on <strong>the</strong><br />

quester’s alignment. It’s not always necessary <strong>to</strong> defeat an<br />

encounter, so long as <strong>the</strong> quester demonstrates possession<br />

of <strong>the</strong> qualities shown above. Reaching <strong>the</strong> summit, <strong>the</strong><br />

character must meditate for 1-6 days, praying with fervour<br />

<strong>to</strong> <strong>the</strong> Immortal. The invocation will have immediately<br />

made <strong>the</strong> Immortal aware of <strong>the</strong> petitioner but, before<br />

responding, <strong>the</strong>y will carry out an appraisal of <strong>the</strong><br />

4 Or by gaining at least 150,000 XP in <strong>the</strong> case of <strong>the</strong> Classic<br />

D&D (Rules Cyclopedia and Basic–Master sets) rules system.

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