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The trials of life need not end with death, for great heros
can become Immortal in Ilnyaupe!
There are a few prerequisites before one can consider Immortality. They are: If the petition for sponsorship is accepted, the Immortal will appear and let the character know so. The character must then go through a quest, task, testimony, and trial for the Immortal. If the character passes all four, he has one year to finish up his dealing in the mortal world before becoming Immortal. Currently, this is the end of the game. The player may create the Immortal's "Portfolio" (essentially, what is given in this book on all the other Immortals). The character then becomes an NPC. |
The Ascent to Immortality was created Estlor, and I thank him for allowing AD&D.com to use his property. |
Here are the requirements for becoming Immortals for each sphere allowed: Matter Quest and Task: The Polymath will be reincarnated in three additional lives. Each of these lives is a different class and/or species (DMs choice). The polymath will never have the same class twice. The polymath keeps the same ability scores, although they are shuffled among the traits. The polymath likewise keeps the same alignment, even if it is not normal for that race. In each life, the polymath must quest to retrieve an artifact of the Sphere of Matter, being the same artifact each time. When the polymath finds the artifact, his memory is returned briefly to allow him to know he has passed one of the three lives, and then is sent into the next one. After all three lives are passed, he is returned to normal but may keep and use all the abilities of all four of his lives at the level he was when he found the artifact. Testimony: The polymath must journey with at least one cleric or druid, one fighter, a mystic or ninja (alternatively a fighter/thief is allowed), one mage or specialist, and one thief. If any of these should die, the polymath must resurrect or replace them. Once the Quest is completed, but before the Trial, the polymath must erect a monument of at least 100 feet to his glory, and it must stand for at least 10 years. Trial: The polymath must journey solo beginning again at 1st level. He may act as if he were of all four classes from his lives, but he must advance along the most costly experience chart and divide all experience by four (for multi/dual class characters, the classes they were is counted as one and the charts are averaged). The polymath uses the most favorable THAC0 and Saving Throws. Upon reaching 12th level, the polymath has passed all requirements and become Immortal. Energy Quest: The paragon must quest for a lesser artifact of his sphere. The quest should be long and hard, for the polymath needs to find an artifact three times. Trial: The character must fabricate an entirely new magical item. If they are a wizard, they must cast the spells to make the item, otherwise they must hire someone. The item should cost 1 gold piece per experience point and take one week plus one day per 1,000 gold pieces. The components should be rare, and include at least one impossible ingredient. Testimony: The paragon must recruit 6 apprentices, and they must advance at least 12 levels while in his service. He must also transform the land for 100 miles around his home to give it a unique appearance and wide range of inhabitants. Task: The paragon must seek out and best all the members of his class in the area to be known as the superior of his class (note: this is his class before petitioning). This can be achieved by driving all the others from the area or forcing them to submit. Killing them does not count as a victory. During the duels, the character can bring along any number of friends he wants. The paragon's friends cannot effect the duel, but may attack and hold off the other character's friends. Time Testimony: The character must create a realm with a population of 50,000 (10,000 for demi-humans). He must build and design a great new capital for the land. Task: The character must found a dynasty. He must choose a successor and rule the country for at least 20 years. At the end of this time, the character must have a living grandchild (can be adopted) to be declared the official heir. During those 20 years, the character must face four major challenges to the safety and well-being of the dynasty. Even if he has abdicated in favor of a son or daughter, he must face the tasks. Quest: The character must quest for an artifact to allow him to go forward in time. The artifact must be unpredictable and dangerous. The details of the quest are left to the DM, but the character should ultimately learn the importance of preserving time, rather than changing it. Trial: The character must travel ahead to three different time periods and help three different descendants from a time later than the living grandchild in the task retain their country. Note that if the character preforms the trial before the task, and then utterly fails to found a dynasty, then the events of the trial are erased. Also, just because the character journeyed forward in time does not mean what transpired in the adventures will ever truly occur. The future is full of many possibilities, and anything can change it. Thought Quest: The epic hero must quest for a Major artifacts from the Sphere of Thought. Details of the artifact and its placement is up to the DM, but the quest should be worthy of becoming legendary. Trial: The epic hero must track down and bring about the permanent destruction of and artifact of the Sphere of Entropy. The DM must design the artifact and how it can be destroyed and trickle clues to the epic hero. Testimony: The epic hero must find and train a successor. He must be a PC from another player. The character must rise at least 12 experience levels under the epic heros guidance. The successor need not be the same class as the epic hero, but he must have the same ideals. Also, the epic hero must forge a new weapon. If the epic hero was a wizard, he must make the weapon himself. The epic hero must then wield the weapon in battle after battle until it become legendary. If the weapon is still in existence when he achieves Immortality, he must pass it on to his successor to carry on the fight. Task: The epic hero must live up to the ideals of courage, steadfastness, and dedication (and the Immortals watch, so if the DM feels the PC is insincere, he fails). He must also preform an impossible tasks, such as driving all the dragons out of the land or building a flying castle. The task should take about 5 game-years to finish. Entropy Testimony: The anarchy lord must preform vile acts of mass-slaughter and genocide. Each anarcy lord chooses on race or country to become his target, and then spends the next 5 years minimum terrorizing it. Task: The anarchy lord must promote the cause of evil and the worship of his patron Immortal through destruction of all other faith centers they can find. Testimony: The anarchy lord must become a figure of true legend in the peoples' minds, never being forgotten for his tyranny. The exact way to do so is left up to the DM. Quest: The anarchy lord must find and murder a petitioner to one of the other four common spheres of Immortal influence (propstitium is not believed to have any Immortals, so it is not included). Trial: The anrachy must finally learn to solve problems in ways other than slaughtering massive numbers of people. While they should not become different from their alignment as it dictates, they should try to learn more manipulative ways of gaining what the seek. This is in anticipation of the anarchy lord becoming Immortal, and then having to live in a society in which mass-murder is frowned upon and punished severely. |