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Guide to the Immortals

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DUNGEON MASTER<br />

This is <strong>the</strong> path that opposes that of <strong>the</strong> Paragon and in<br />

general <strong>the</strong> Sphere of Energy. Those people who follow<br />

this path are tremendously ambitious and astute (very<br />

often also paranoid and prone <strong>to</strong> megalomania), but<br />

usually <strong>to</strong>o aloof or cowardly <strong>to</strong> directly facing <strong>the</strong>ir<br />

enemies, preferring <strong>to</strong> create elaborate traps or surround<br />

himself with a vast network of flunkies and monstrous<br />

servants <strong>to</strong> carry forward his schemes and eliminate his<br />

enemies. Whoever successfully completes <strong>the</strong> path of <strong>the</strong><br />

Dungeon Master remains obsessed by <strong>the</strong> quest for power<br />

and by <strong>the</strong> idea of draining Energy (thus becoming a<br />

sworn enemy of that Sphere, in particular).<br />

Quest: The Dungeon Master must face a long series of<br />

enemies <strong>to</strong> prove his superiority and defend his<br />

underground lair (see Testimony), protecting at <strong>the</strong> same<br />

time <strong>the</strong> artefact he created (see Trial). However, <strong>the</strong><br />

confrontation with his enemies must not be direct, he<br />

must manoeuvre <strong>the</strong> traps and creatures which infest his<br />

lair <strong>to</strong>ward overwhelming and killing all <strong>the</strong> adventurers<br />

that seek <strong>to</strong> confront him. In practice, each time that a<br />

group of adventurers succeeds in penetrating his dungeon<br />

far enough <strong>to</strong> approach his inner sanctum (where <strong>the</strong><br />

artefact created for his Trial is guarded) <strong>the</strong> Dungeon<br />

Master must send against <strong>the</strong> invaders a successor of<br />

lowest level (among those he trained, see Testimony) <strong>to</strong><br />

face <strong>the</strong>m as <strong>the</strong> “final enemy”. If <strong>the</strong> invaders win, <strong>the</strong><br />

candidate will not be able <strong>to</strong> prevent <strong>the</strong>m stealing what<br />

<strong>the</strong>y want and must next recover or recreate <strong>the</strong> artefact (if<br />

it has been s<strong>to</strong>len or destroyed) and once more fill his lair<br />

with traps and guardians, even if he isn’t able <strong>to</strong> replace<br />

<strong>the</strong> slain follower in <strong>the</strong> final conflict. If during <strong>the</strong> deed at<br />

least one member of <strong>the</strong> group of adventurers loses his life,<br />

he does however count <strong>to</strong>wards <strong>the</strong> quota of eight<br />

adventurers killed that helps <strong>the</strong> candidate in achieving his<br />

Quest.<br />

It is necessary that each successive individual killed be<br />

of a higher level than <strong>the</strong> last (deaths of lower level aren’t<br />

counted). Only when reaching <strong>the</strong> last victim can <strong>the</strong><br />

Dungeon Master personally face <strong>the</strong> intruders, with <strong>the</strong><br />

aim of <strong>to</strong>tally annihilating <strong>the</strong> group that has entered his<br />

underground complex. Given that <strong>the</strong> candidate cannot<br />

control <strong>the</strong> access <strong>to</strong> his lair, it can happen that a group<br />

can arrive in which <strong>the</strong>re are characters of higher level than<br />

of <strong>the</strong> last victim killed, and if he successfully kills one this<br />

makes it much more difficult <strong>to</strong> find o<strong>the</strong>r victims of<br />

higher level (example: <strong>the</strong> third victim is 7 th level, and<br />

arrive in <strong>the</strong> dungeon a group where <strong>the</strong> minimum level of<br />

15 th ; even if he kills <strong>the</strong> weakest member, he would <strong>the</strong>n<br />

have a very difficult task attracting a character of higher<br />

level in<strong>to</strong> <strong>the</strong> dungeon, and it would similarly be an<br />

arduous task <strong>to</strong> kill him). In any case however <strong>the</strong><br />

candidate can decide <strong>to</strong> not take account of a slain victim,<br />

even if this satisfies <strong>the</strong> prerequisites for <strong>the</strong> quest. The<br />

patron of <strong>the</strong> Dungeon Master always helps <strong>the</strong> candidate<br />

<strong>to</strong> recover <strong>the</strong> artefact if it is s<strong>to</strong>len, but on <strong>the</strong> o<strong>the</strong>r hand<br />

he will always place new challenges in front of his pupil<br />

13 <br />

encouraging ever more powerful groups of adventurers <strong>to</strong><br />

invade <strong>the</strong> lair.<br />

Trial: The Dungeon Master must create a completely<br />

innovative item (a destructive artefact that enables <strong>the</strong><br />

creation of a race of dangerous monsters) that constitutes a<br />

threat <strong>to</strong> at least a thousand living beings. If <strong>the</strong> aspirant<br />

isn’t able <strong>to</strong> make it with magical means, he must hire<br />

someone that can help him, <strong>the</strong> fundamental idea must be<br />

his own, and <strong>the</strong> Dungeon Master must supervise <strong>the</strong><br />

process. The candidate must personally go in search of <strong>the</strong><br />

more rare components used for <strong>the</strong> creation and must<br />

recover at least one “impossible” component. The time<br />

taken <strong>to</strong> create <strong>the</strong> artefact is based on <strong>the</strong> normal rules for<br />

creation of such items. The candidate must finally use <strong>the</strong><br />

item at least once <strong>to</strong> demonstrate his devastating power <strong>to</strong><br />

his enemies.<br />

Task: The Dungeon Master must undertake a difficult<br />

Task lasting at least 5 years resulting in <strong>the</strong> acquisition of<br />

an artefact of <strong>the</strong> Sphere of Entropy, which must be<br />

hidden within a construction (fortress, labyrinth, dungeon<br />

or similar) full of dangerous traps and terrible guardians<br />

that <strong>the</strong> candidate must overcome.<br />

Testimony: The Dungeon Master must train at least 6<br />

followers who must progress up <strong>to</strong> 12 th level while <strong>the</strong>y’re<br />

in his service, and who he should exploit <strong>to</strong> achieve his<br />

Quest. Fur<strong>the</strong>rmore he must create an enormous<br />

underground complex of at least 6 levels, each of which<br />

must be an expanse of over 2,500m 2 , <strong>to</strong> guard his artefact.<br />

This underground lair must by necessity be attractive <strong>to</strong><br />

heroic adventurers who will try <strong>to</strong> s<strong>to</strong>p <strong>the</strong> Dungeon<br />

Master, and he must overcome all <strong>the</strong> difficulties that this<br />

entails (see Quest) in <strong>the</strong> course of completing <strong>the</strong><br />

construction.<br />

TYRANT<br />

This is <strong>the</strong> path that is opposed <strong>to</strong> that of <strong>the</strong> Dynast<br />

and in general <strong>to</strong> <strong>the</strong> Sphere of Time. Those people who<br />

follow this path are individuals attracted <strong>to</strong> conquest and<br />

rulership with an iron fist, often violent and warlike, who<br />

base <strong>the</strong>ir power on strength and terror. Whoever<br />

successfully completes <strong>the</strong> path of <strong>the</strong> Tyrant remains<br />

obsessed with <strong>the</strong> idea of bending <strong>the</strong> natural order of<br />

things (and <strong>the</strong> course of events) <strong>to</strong> his own incontestable<br />

will (becoming <strong>the</strong>refore a sworn enemy in particular of<br />

<strong>the</strong> Sphere of Time).<br />

Quest: The Tyrant must maintain <strong>the</strong> balance of power<br />

in <strong>the</strong> conquered terri<strong>to</strong>ry (see Testimony) until <strong>the</strong> end of<br />

his mortal life, facing at least three important challenges<br />

during his tyranny that <strong>the</strong> Patron arranges <strong>to</strong> provide: a<br />

hostile military invasion, an attempted state coup and a<br />

religious schism. At <strong>the</strong> death of <strong>the</strong> Tyrant by natural or<br />

unnatural causes (it can not only be <strong>the</strong> result of<br />

conspiracy or open conflict, but also of disease or old age,<br />

etc.) <strong>the</strong> throne must not pass in<strong>to</strong> <strong>the</strong> hands of an heir.<br />

The candidate must ensure that <strong>the</strong>re are several different<br />

pretenders <strong>to</strong> <strong>the</strong> throne that fight among <strong>the</strong>mselves,

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