The Book of Immortals
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The Book of Immortals Shannon Kalvar Contents Credits Introduction 2 Editor Richard Ford The Path of Immortality 7 Cover Art Randy Nunley Wellsprings 21 Interior Illustrations Adriano Batista, Alexandre Benhossi, Stacy Drum, Covenants 77 Vitor Ishimura, Rhonda Libbey, Danilo Moretti, Tony Parker, Sean Parnell, Philip Renne, Chad Gifts 133 Sergesketter, Patricio Soler, Christophe Swal, Martijn Vellinger Challenges 190 Studio Manager Ian Barstow The Immortal World 227 Production Director Aspiration to Transcendence 234 Alexander Fennell Proof Reading Immortal Characters 244 Jody MacGregor, Mark Quennell, Sarah Quinnell, Ashley Tarmin Index 250 Playtesting Designer’s Notes 255 Elton Barbara, Tanya Bergen, Mark Billanie, Adam Brimmer, Antoine Buttigieg, Simon Galea, Kenneth Gatt, Mark Gedak, Daniel Haslam, Mark Howe, License 256 Patrick Kossmann, Kent Little, Alan Moore, Murray Perry, Daniel Scothorne, Mark Sizer, Michael Young Open Game Content & Copyright Information The Book of Immortals is ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. The Book of Immortals is presented under the Open Game and D20 Licences. See page 256 for the text of these licences. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved.‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. Printed in Canada. Mongoose Publishing Mongoose Publishing, Upper Floor, 52-54 Cricklade Road, Swindon, SN2 8AF, United Kingdom [email protected] Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news 1 INTRODUCTION Introduction efore light, before shadow, before darkness, Welcome to The Book before earth and sky and sea, there existed Bmany beings. These beings made all that is, of Immortals all that was and all that may ever be. They forged In The Book of Immortals, we turn our attention the realms of existence: the planes, the seas, the gods to the fascinating adventures that take place when – everything. None know their names, though all characters begin to transcend the limitations placed people tell stories of them and their creations. Even upon mortals. They begin to deal with the gods as the gods cannot speak truth about their nature. These equals or at least as individuals with enough power beings, whatever they are, set the stage for all that to change the world in their own right. They deal would come. directly with good and evil, law and chaos, in its primal forms. They make bargains with celestial Within the realms of existence, one finds three states of being: gods, mortals and beings who stand somewhere between the two. These latter beings, called Immortals, wield powers far beyond what mortals can hope to wield. They can call up armies of spirits, spark the sky into a raging blaze or shatter the earth with a single blow from their mighty hands. Great as their powers are though, they cannot match the gods’ might. Gods and Immortals wield incredible, world- shaking powers, manipulate the fate of nations and visit ruin upon those who oppose them. They may have worshippers, temples, nations and even entire worlds singing their praises. Most are as fickle as cats and seemingly indifferent to the damage done to lesser beings in their titanic struggles with cosmic forces. But where does that leave the common man? A mere puppet to be toyed with; a pawn to be used in the endless games of the gods? For those brave enough to take on the seemingly impossible there is hope, for mortals can become Immortals. They can take up arms against the gods themselves, shaping destiny to suit their personal whims. Their powers can shelter nations, strike down mountain ranges and shatter the barriers between worlds. The greatest challenge awaits you. Do you dare to take up the reins of power? Do you dare to challenge the forces of the universe, to take your place among the stars? Do you dare to become an Immortal? 2 INTRODUCTION beings, play devils off against one another and In The Book of Immortals, these high-level characters may even develop a cult dedicated to their eventual are the heroes Immortals manipulate to achieve their deification. ends. They serve as cat’s paws and pawns, to be used and thrown away. The Immortals may even set the The rules presented in this book provide players and character up to fail. After all, when one falls another Games Masters with a structure with which they can foolish bit of clay will just rise to take his place. represent these heady levels of accomplishment. They run parallel to the standard epic d20 rules, allowing the characters to use both systems simultaneously or Classical Games for parties to split; some becoming epic characters Classical games are routinely considered the province while others develop themselves along the Path of of non-d20 systems. These games deal directly with Immortality. fundamental questions about good and evil, law and chaos or the proper use of power. Many use plot elements from classical Greek and Roman myths, The Three ‘Epics’ infused with sensibilities drawn from other cultures. In the lexicon of roleplaying games, ‘epic’ can mean one of the following: high-level games, classical At their core, these games address the question of games or hybrid games. The Book of Immortals how a particular event or sequence of events changes supports this latter type of game, although the other the characters’ world for good or ill. The characters two types can use some of its elements. become directly involved, helping to shape the outcome of events. Their choices and how well they carry them out can usher in a new world, or bring the High-Level Games old one to its knees. In the world of d20 we associate high-level and high power games with ‘epic play’. Characters in this These games do not have to involve great powers kind of game wield remarkable powers, but their or the celestial host striding the land with swords adventures rarely vary much beyond the traditional forged from light. A group of peasants struggling to ‘discover enemy, attack enemy, gather loot’ model. prevent their village from vanishing under a coming There is something satisfying about such play; it is flood after fighting a drought and holding back goblin the foundation of modern roleplaying games and raiders for a season presents an epic struggle in the many enduringly successful computer games. classical sense. Unfortunately, this kind of game suffers from The Book of Immortals can create this kind of game. the classical ‘Grendel’s Mother’ problem. Once Specifically, its challenge/victory structure allows the characters bring about the world-threatening Games Masters and players to model these stories in menaces’ bloody ruin, what do they do for an ways the standard monster/trap challenge structure encore? Fight another, bigger, uglier menace? Pick does not. up an even more powerful sword? Retire from the field to allow a new generation of adventurers to take up their legacy? Hybrid Games By combining the two types of game we lump under In short, these sorts of games get old after a while. the term ‘epic’ we can create a third, hybrid, game The thrill of accomplishment can only take them so type. These games involve characters of great power far. Facing the same threats, over and over again, facing off with threats capable of destroying the does nothing to revitalise the game. world. Standard post-level 20 rules adequately represent The Book of Immortals supports this third, hybrid, characters in this style of game. They continue type of game. Immortals and heroes mingle together, to gain levels in a regular progression, eventually pursuing their interests simultaneously. A mixed achieving truly incredible levels of power. Their foes party might engage in a high-level adventure, turn become equally powerful but are not fundamentally around to face a creator’s challenge, then bicker with different from the orcs they sharpened their swords an Immortal Host about whether or not they should on when they first left the fields. intervene in the fate of nations. Heroes can help their Immortal friends progress through apotheosis. Immortals can lend their power and favour to their 3 INTRODUCTION mortal companions, helping them achieve the heady The first chapter, this one, provides a brief overview heights of fame most mortals crave. of the ideas contained in the book. The threats and obstacles presented in this book The second chapter, The Path of Immortality, assume standard character progress to at least 14th provides an in-depth introduction to the rule systems level. Some of the challenges, especially those underlying The Book of Immortals. It covers the derived from classical mythology, can scale as low as terminology of Immortality, its effects on the 6th level. A Games Master may alter them for higher character and the differences between an Immortal or lower level play at his discretion. and a high-level character.