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The
Path to Immortality!
In
Vastonia one must follow a strict path to become Immortal. There are four
paths to Immortality which are open to player characters although any intelligent
creature can become Immortal. Player characters should be restricted from
following the path of Entropy, thus preventing the promotion of ultimate
destruction which would ruin your campaigns.
Prerequisites
Before
a character of the druid, fighter, magic-user, thief or otherwise can set
out on a path to Immortality, they must first reach at least 30th level
as a Mortal; mystic or demi-humans must have earned at least 1,000,000 experience
points.
Next,
a character must have knowledge of an Immortals existence, along with the
understanding that they used to be Mortals themselves. The character should
also learn that Immortality is a closely guarded secret and that sharing
information with another character will permanently damage their chances
of reaching Immortality. It seems best to me that characters should have
NO knowledge of this level of existence until reaching at least 25th level,
and within Vastonia that has not yet been attained.
How
Characters Gain Knowledge of Immortality!
Once
any character has attained the necessary level to become Immortal, it is
now time for the DM to send them on a lone quest which should lead to the
character's chance of gaining such knowledge. For example; a character who
models themselves after a mortal fighter, set in the path of goodness, might
attract the sponsorship of an Immortal Paladin or maybe a Cleric will attract
the attention of an Immortal healer or helper of the people, who looks over
that specific character's church.
If
the character continues to advance his/her goals closest to that Immortals
heart or bidings, they will eventually be considered to become Immortal
and set upon the appropriate path.
What
The PC Finds Out
No
matter what the PC first learns about the path to Immortality, it is essential
that they gain the following information:
The
must select a sphere
Since
all Immortals serve an draw their powers from one of the five Spheres of
Power, the PC must learn what the Spheres are and which one will with receive
their allegiance. The PC will learn that specific Spheres favor certain
classes and that all Spheres favor Paladins, Clerics and other classes of
strict devotion. Next the PC should learn that it is possible for fighters
to gain power from Spheres that favors magic-users and vise versa. Finally
the PC must learn about the fours paths in which they must follow, including
the Quest, Trail, Testimony and Task, that eventually lead to Immortality.
The
PC must find a sponsor or mentor
This
is a must, and any character that seeks to become Immortal must gain the
sponsorship of an Immortal in which Sphere they have chosen to serve. Some
PC's may decide that attracting a sponsor takes priority over choosing a
Sphere, and that whatever sponsor they attract will gain their allegiance.
Keep in mind though this may take years of a PC's time and he/she must be
absolutely true to their path, long before an Immortal will grace them with
the gift of eternal life.
Finding
the site!
The
PC in question must now seek out the sacred place in which their sponsor
entertains petitions. Each and every Immortal will have such a place, but
they are always well hidden and extremely difficult to locate. Patriarchs
of the Immortal's clerical order may give a deserving PC a tip on which
way to go, but never the definite location. The site could be a mystical
grove, a temple high atop a mountain or perhaps a shrine, far below the
surface of an ocean. Wherever this place of divinity rests, it is sure to
be hidden from unworthy people and may in fact be guarded by the likes of
other Immortals who seek to hinder PC's from attaining success of serving
an opposing Sphere.
The
PC must bring a gift
Once
he or she has discovered the location of petition, the PC must bring or
create a gift of particular relevance to the Immortal or the Sphere in which
they seek to serve. The gift must be especially beautiful and can NOT be
less than 25,000 gp in value. Eg. A tome of great knowledge and superior
script may be given to an Immortal who serves the Sphere of Thought.
The
PC must be alone
The
PC who seeks out the final destination of petitioning for the Immortal in
which they strive to gain acknowledgment from, must travel alone. It is
considered a great insult to bring others to an Immortals site of petition,
unless they also have attracted his/her attention and thus are equally deserving.
The
final journey!
Once
a gift is prepared, the site known and the sponsor has been selected, the
PC must now embark on a tremendous journey which will inevitably lead to
the Immortals final site of petition. The journey must be difficult and
the PC should be provoked to betray their paths to Immortality. Many side
adventures may occur and many hardships must befront the PC before reaching
his/her goal. The should earn no less than 120,000 XP before reaching the
Immortals final place of petition, in which they must face one final encounter
of awesome power before making their offering to divinity.
The
Seven Tests
Once
any PC has found out where the Immortal meets worthy candidates for Immortality,
found a gift of great significance to that specific Sphere and has taken
the dangerous voyage to the sacred site, it is time for the PC to challenge
the "Seven Tests". This must all occur within the last few miles
of the place of petition (the final tests of Immortal devotion). They are
as follows:
-Honor
and Trustworthiness
-Dedication
to the Sphere of Power
-Resourcefulness
-Bravery
-Persistence
in the face of adversity
-Mercy
and charity of the heart
-Wisdom
Most
of these occurrences should be roll-playing events, not combat and thus
will determine the fate of a worthy player characters, not just a player
who uses their character's sword to hack their way through life. These final
tests should remove any doubt of whether your players are true roll players
and not just players that come over to ravage your realm.
The
4 Paths
Collective
Divinate Matter
This
is the path to the Sphere of Matter. This path does not favor any character
class; it attracts members of all classes and is the path which most monster-race
candidates attempt.
Collective
Divinate of Energy
This
is the route to the Sphere of Energy. This Sphere favors the magic-user
and elf classes.
Collective
Divinate of Time
This
is the route to the Sphere of Time. This path favors clerics, druids, paladins,
knights and dwarves
Collective
Divinate of Thought
This
is the route to the Sphere of thought. This path favors the fighter (including
the paladin, knight, avenger, ranger, gladiator, undead slayer, dragon slayer,
giant killer, cavalier, ninja), halfling, mystic, and thief classes.
Remember
each Sphere has 4 different paths to Immortality and each path must be completed
successfully by the PC before becoming Immortal. There are as follows:
-
Testimony ( the creation of something magnificent, a city, realm etc.)
-
Task ( An appropriate task in which the PC must complete during his/her
accention to Immortality. Eg a PC seeking to serve the Sphere of Time, may
be asked to form a dynasty that lasts no less than 20 years and at the end
they must have at least one dominant heir to pass this dynasty to.
-
Quest ( The PC must be sent on a quest to recover an artifact or other object
of great power specific to his or her Sphere of Power. The quest must also
somehow involve the use of that specific Sphere. Eg some use of Time must
implemented in a character seeking this object for an Immortal devoted to
the Sphere of Time, a time limit perhaps etc.)
-
Trail ( A task in which the PC decides the fate of something greatly significant
to the Sphere in which they seek to serve. Eg a PC attempting to walk the
path of time may be sent into the future to complete a task, if they fail;
the paths of time are rewritten for the worse, if they succeed; the paths
of time shall bring their Spheres prosperity and the events of time would
go unchanged.
When
the PC Becomes Immortal
Whatever
path the PC follows, once he/she has completed their Quest, Trail, Testimony
and Task assigned to them, he or she has now earned the right to become
Immortal and serve the appropriate Sphere of Power. The PC now has one year
to complete all of their Mortal affairs, and after such time has passed
the PC will be retrieved by their Immortal mentor (sponsor) and taken to
that Immortals place of rest and divine living......Eg Odin would take candidates
to Valhalla, his home and eternal place of grand fortitude. Zeus would take
a PC to Olympus etc.
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