MongooseMatt
First Post
Hi guys,
Ever wanted to know what lay beyond Epic levels? The Book of Immortals is now in your local games store and book shops, designed to show you just where the true power of your character can lie. . .
The book kicks off with The Path of Immmortality, a look at immortal beings and what makes them different. In game terms, immortals and aspirants to immortaility gain two new characteristics to measure their progress to this ultimate goal - Apotheosis and Aura, using a variety of Challenges and Victories to guide them on their path. They also gain access to new gifts and skills that build upon their immortal nature and mortal feats are given that can aid these great beings - such as Bind With a Word, Blade of the Immortals and Soul Drinker. In all, this chapter serves to give a base to the new immortal rules and and introduces the new concepts of the book.
The next two chapters, Wellsprings and Covenants, detail how the immortals draw their power - ultimately, an immortal is immensely powerful but becomes bound to do what he must rather than what he wishes. This is played out using the Wellsprings and Covenants. Wellsprings represent direct connections between the immortal and one of the primal powers - perhaps a still pool filled with starlight or a wind-shaped, sun-scorched stone shaped like an altar. The first of these chapters provides complete details on defining wellsprings and the primal power it is infused with. For example, a Hate-filled wellspring may grant Hate's Strength - or it may inflict a Shrivelled Soul, among many others. Other wellsprings may represent Knowledge, Love, Magic or Triumph. There are other wellsprings bound to the elemental powers, or 'mythic' powers (alignments).
Alternatively, the immortal may be granted powers by forming a covenant with an even greater being, perhaps even the gods themselves (once you become an immortal, mere kings and rulers no longer hold your interest). Covenants may also take many different forms and, again, the immortal will find they bind him to certain actions - he may find himself bound to a nation or a people, for example, become a nemesis, make constant offerings, perform rituals or undertake quests. Full rules are provided for defaulting on and atoning for covenants. . .
Throughout these chapters, a character will slowly accumulate immortal power by following the dictates of his wellsprings and covenants until he can finally ascend his way to true immortality - this is where the fun begins. . .
The Gifts chapter details what are the immortal equivalent of feats. However, whereas a feat is a simple tacical option of new ability, a gift represents an entirely new approach the character may take to affecting the world around him. These include Artefacts (no mere magic items for immortals!), Attributes (such as Born to Magic, Death's Right Hand, Heroic Destiny and Lord of Good) and Numen Gifts (the ability to call upon servants - from Champions and Companions to Seneschals and Sentinels.
Challenges looks in more detail at the tasks a character has to perform to become and advance as an immortal, establishing their place in the multiverse and the relationships they may have with the higher powers. More importantly, it also looks at how this can effect your game and how challenges can be bound into the structure of a campaign.
The next chapter, The Immortal World looks at life as an immortal. The previous chapters should make it clear that a character will nopt be floating on a cloud all day playing his favourite instrument - immortals are very busy people! However, there is a definite hierarchy among immortals and even the greatest will find the company of mortal beings tiresome after a while, so they do socilaise to one degree or another. They also have their enemies, predators that are powerful enough to threaten even the greatest of them.
Aspiration to Transcendence guides a player through the process of ascending to immortality in terms of character development and plot line. For example, six paths to immortality are presented, which can be 'configured' to fit the rules presented thus far. These include the Paths of Damnation, the God King, the Darkest Night, Flame and Fortune, the Steps From Grove to Grove and the Way of Harmony. The Path of Flame and Fortune, to illustrate these paths, is one dedicated to the draconic progression from adulthood to immortality. The path of the God King is one where the immortal makes a covenant with the people of his land. Players and GMs may, of course, create their own paths. . .
Finally, the book winds up with Immortal Characters, a few of the beings players may encounter on their path to immortality. These go from Nancarus, Transcendant Great Wyrm Red Dragon (and not something you want to meet on a dark night) to Walther, Aspirant Swordsman and a good example of an adventurer well on his way to immortality. This is followed by a complete Index.
The Book of Immortals is priced at $34.95 and is available from all good games stores and book shops.
Ever wanted to know what lay beyond Epic levels? The Book of Immortals is now in your local games store and book shops, designed to show you just where the true power of your character can lie. . .
The book kicks off with The Path of Immmortality, a look at immortal beings and what makes them different. In game terms, immortals and aspirants to immortaility gain two new characteristics to measure their progress to this ultimate goal - Apotheosis and Aura, using a variety of Challenges and Victories to guide them on their path. They also gain access to new gifts and skills that build upon their immortal nature and mortal feats are given that can aid these great beings - such as Bind With a Word, Blade of the Immortals and Soul Drinker. In all, this chapter serves to give a base to the new immortal rules and and introduces the new concepts of the book.
The next two chapters, Wellsprings and Covenants, detail how the immortals draw their power - ultimately, an immortal is immensely powerful but becomes bound to do what he must rather than what he wishes. This is played out using the Wellsprings and Covenants. Wellsprings represent direct connections between the immortal and one of the primal powers - perhaps a still pool filled with starlight or a wind-shaped, sun-scorched stone shaped like an altar. The first of these chapters provides complete details on defining wellsprings and the primal power it is infused with. For example, a Hate-filled wellspring may grant Hate's Strength - or it may inflict a Shrivelled Soul, among many others. Other wellsprings may represent Knowledge, Love, Magic or Triumph. There are other wellsprings bound to the elemental powers, or 'mythic' powers (alignments).
Alternatively, the immortal may be granted powers by forming a covenant with an even greater being, perhaps even the gods themselves (once you become an immortal, mere kings and rulers no longer hold your interest). Covenants may also take many different forms and, again, the immortal will find they bind him to certain actions - he may find himself bound to a nation or a people, for example, become a nemesis, make constant offerings, perform rituals or undertake quests. Full rules are provided for defaulting on and atoning for covenants. . .
Throughout these chapters, a character will slowly accumulate immortal power by following the dictates of his wellsprings and covenants until he can finally ascend his way to true immortality - this is where the fun begins. . .
The Gifts chapter details what are the immortal equivalent of feats. However, whereas a feat is a simple tacical option of new ability, a gift represents an entirely new approach the character may take to affecting the world around him. These include Artefacts (no mere magic items for immortals!), Attributes (such as Born to Magic, Death's Right Hand, Heroic Destiny and Lord of Good) and Numen Gifts (the ability to call upon servants - from Champions and Companions to Seneschals and Sentinels.
Challenges looks in more detail at the tasks a character has to perform to become and advance as an immortal, establishing their place in the multiverse and the relationships they may have with the higher powers. More importantly, it also looks at how this can effect your game and how challenges can be bound into the structure of a campaign.
The next chapter, The Immortal World looks at life as an immortal. The previous chapters should make it clear that a character will nopt be floating on a cloud all day playing his favourite instrument - immortals are very busy people! However, there is a definite hierarchy among immortals and even the greatest will find the company of mortal beings tiresome after a while, so they do socilaise to one degree or another. They also have their enemies, predators that are powerful enough to threaten even the greatest of them.
Aspiration to Transcendence guides a player through the process of ascending to immortality in terms of character development and plot line. For example, six paths to immortality are presented, which can be 'configured' to fit the rules presented thus far. These include the Paths of Damnation, the God King, the Darkest Night, Flame and Fortune, the Steps From Grove to Grove and the Way of Harmony. The Path of Flame and Fortune, to illustrate these paths, is one dedicated to the draconic progression from adulthood to immortality. The path of the God King is one where the immortal makes a covenant with the people of his land. Players and GMs may, of course, create their own paths. . .
Finally, the book winds up with Immortal Characters, a few of the beings players may encounter on their path to immortality. These go from Nancarus, Transcendant Great Wyrm Red Dragon (and not something you want to meet on a dark night) to Walther, Aspirant Swordsman and a good example of an adventurer well on his way to immortality. This is followed by a complete Index.
The Book of Immortals is priced at $34.95 and is available from all good games stores and book shops.