Immortality brainstorm

The_Fan

First Post
I thought I'd create a thread to brainstorm different forms of epic immortality. That is, different ways that characters can gracefully exit from the campaign at 30th, while still leaving them open as NPCs or campaign elements for future games:

For Parts Unknown: You simply leave. Walking off over the horizon or off to the planes, seeking that next adventure, that next unseen part of the world. You're still out there somewhere, beyond even the strongest scrying magic. New characters may want to track you down and find out just what you have seen.

Perfect Awareness: You achieve such a state of harmony with the universe that you enter into meditation, spending more time pondering the ultimate questions. Eventually you enter into a meditation from which you do not stir, still aware of your environment...in fact more aware than ever. Future characters may seek you as a guru for advice, or have had their eyes opened at your feet.

To Reign in HellAs a warlock or tiefling, your power is so great, you surpass your former master and you manage to depose a powerful demon or devil. Nature abhors a vacuum, however, and you take over the monster's place. Future warlocks may have a pact with your old character.

That's probably enough for now. Add your own.
 

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Legend: As per my upcoming epic destiny (to be posted), your body dies as would be expected, but you live on through tales and memory passed along in the world. Your name may change with time (especially across races) or the deeds you've completed be exaggerated beyond compare, but it's still you. There may even be a way to conjure you that somebody in the ongoing campaign can use to get useful information.
 

Great threat topic!

Bound Guardian: Your life was bound to a protective oath, and with your last mortal breath you have dedicated the rest of eternity to protecting a place important to you in life. While you may become undead, you may also become part of the place, or simply an immortal guardian. You may never leave this place, nor would you ever want to.

Death Curse: You are cursed to walk among the dead, and may only enter the land of the living once in a blue moon. Perhaps you accepted this fate to be with a loved one, or you bartered with the Raven Queen for another's release...your own life paying the forfeit. You become a tragic but noble figure in the campaign, perhaps making a cameo when the next PCs wait by the seashore for your ghostly ship to arrive.

Legacy Hero: You have groomed your son or daughter to be the heir to your kingdom and wealth, carrying on the traditions you created. In the next campaign, you (or another player) may play this heir who is astoundingly similar in personality and prowess. While this PC is wealthy and powerful, they live in the shadow of your reputation, for good or ill.

Written One: Your life was dedicated to amassing knowledge and recording your findings in great tomes, so yours is a fitting end. Your sentience shifts into a libram of importance to you, perhaps your spellbook or traveling journal, and you may now communicate through the pages of this book, which is certainly magical and may become an artifact.
 

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