d20 Mongoose Publishing The Book of Immortals.pdf

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The Book of Immortals
Shannon Kalvar
Contents
Credits
Editor
Richard Ford
Cover Art
Randy Nunley
Introduction
2
The Path of Immortality
7
Wellsprings
21
Interior Illustrations
Adriano Batista, Alexandre Benhossi, Stacy Drum,
Vitor Ishimura, Rhonda Libbey, Danilo Moretti,
Tony Parker, Sean Parnell, Philip Renne, Chad
Sergesketter, Patricio Soler, Christophe Swal, Martijn
Vellinger
Studio Manager
Ian Barstow
Production Director
Alexander Fennell
Proof Reading
Jody MacGregor, Mark Quennell,
Sarah Quinnell, Ashley Tarmin
Covenants
77
Gifts
133
Challenges
190
The Immortal World
227
Aspiration to Transcendence 234
Immortal Characters
244
Index
250
Playtesting
Elton Barbara, Tanya Bergen, Mark Billanie, Adam
Brimmer, Antoine Buttigieg, Simon Galea, Kenneth
Gatt, Mark Gedak, Daniel Haslam, Mark Howe,
Patrick Kossmann, Kent Little, Alan Moore, Murray
Perry, Daniel Scothorne, Mark Sizer, Michael Young
Designer’s Notes
255
License
256
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
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
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INTRODUCTION
Introduction
B efore light, before shadow, before darkness,
Welcome to The Book
of Immortals
In The Book of Immortals , we turn our attention
to the fascinating adventures that take place when
characters begin to transcend the limitations placed
upon mortals. They begin to deal with the gods as
equals or at least as individuals with enough power
to change the world in their own right. They deal
directly with good and evil, law and chaos, in its
primal forms. They make bargains with celestial
before earth and sky and sea, there existed
many beings. These beings made all that is,
all that was and all that may ever be. They forged
the realms of existence: the planes, the seas, the gods
– everything. None know their names, though all
people tell stories of them and their creations. Even
the gods cannot speak truth about their nature. These
beings, whatever they are, set the stage for all that
would come.
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?
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INTRODUCTION
beings, play devils off against one another and
may even develop a cult dedicated to their eventual
deification.
In The Book of Immortals , these high-level characters
are the heroes Immortals manipulate to achieve their
ends. They serve as cat’s paws and pawns, to be used
and thrown away. The Immortals may even set the
character up to fail. After all, when one falls another
foolish bit of clay will just rise to take his place.
The rules presented in this book provide players and
Games Masters with a structure with which they can
represent these heady levels of accomplishment. They
run parallel to the standard epic d20 rules, allowing
the characters to use both systems simultaneously or
for parties to split; some becoming epic characters
while others develop themselves along the Path of
Immortality.
Classical Games
Classical games are routinely considered the province
of non-d20 systems. These games deal directly with
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,
infused with sensibilities drawn from other cultures.
The Three ‘Epics’
In the lexicon of roleplaying games, ‘epic’ can mean
one of the following: high-level games, classical
games or hybrid games. The Book of Immortals
supports this latter type of game, although the other
two types can use some of its elements.
At their core, these games address the question of
how a particular event or sequence of events changes
the characters’ world for good or ill. The characters
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
old one to its knees.
High-Level Games
In the world of d20 we associate high-level and high
power games with ‘epic play’. Characters in this
kind of game wield remarkable powers, but their
adventures rarely vary much beyond the traditional
‘discover enemy, attack enemy, gather loot’ model.
There is something satisfying about such play; it is
the foundation of modern roleplaying games and
many enduringly successful computer games.
These games do not have to involve great powers
or the celestial host striding the land with swords
forged from light. A group of peasants struggling to
prevent their village from vanishing under a coming
flood after fighting a drought and holding back goblin
raiders for a season presents an epic struggle in the
classical sense.
Unfortunately, this kind of game suffers from
the classical ‘Grendel’s Mother’ problem. Once
the characters bring about the world-threatening
menaces’ bloody ruin, what do they do for an
encore? Fight another, bigger, uglier menace? Pick
up an even more powerful sword? Retire from the
field to allow a new generation of adventurers to take
up their legacy?
The Book of Immortals can create this kind of game.
Specifically, its challenge/victory structure allows
Games Masters and players to model these stories in
ways the standard monster/trap challenge structure
does not.
Hybrid Games
By combining the two types of game we lump under
the term ‘epic’ we can create a third, hybrid, game
type. These games involve characters of great power
facing off with threats capable of destroying the
world.
In short, these sorts of games get old after a while.
The thrill of accomplishment can only take them so
far. Facing the same threats, over and over again,
does nothing to revitalise the game.
The Book of Immortals supports this third, hybrid,
type of game. Immortals and heroes mingle together,
pursuing their interests simultaneously. A mixed
party might engage in a high-level adventure, turn
around to face a creator’s challenge, then bicker with
an Immortal Host about whether or not they should
intervene in the fate of nations. Heroes can help
their Immortal friends progress through apotheosis.
Immortals can lend their power and favour to their
Standard post-level 20 rules adequately represent
characters in this style of game. They continue
to gain levels in a regular progression, eventually
achieving truly incredible levels of power. Their foes
become equally powerful but are not fundamentally
different from the orcs they sharpened their swords
on when they first left the fields.
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INTRODUCTION
mortal companions, helping them achieve the heady
heights of fame most mortals crave.
The first chapter, this one, provides a brief overview
of the ideas contained in the book.
The threats and obstacles presented in this book
assume standard character progress to at least 14 th
level. Some of the challenges, especially those
derived from classical mythology, can scale as low as
6 th level. A Games Master may alter them for higher
or lower level play at his discretion.
The second chapter, The Path of Immortality,
provides an in-depth introduction to the rule systems
underlying The Book of Immortals . It covers the
terminology of Immortality, its effects on the
character and the differences between an Immortal
and a high-level character.
The third chapter, Wellsprings, details the effects of
tapping into universal power sources. These power
sources may be abstract concepts (e.g. Love or Good)
or the universe’s foundation stones (e.g. Fire or
Wind). As the character strengthens his connections
with these powers he gains additional benefits and
penalties, called blessings and banes respectively.
Between These Pages
The Book of Immortals contains nine chapters, each
covering a different aspect of the Immortal world.
The book is arranged so that information for the
players resides in the front and information useful for
Games Masters takes up the rear portion.
The fourth chapter, Covenants, addresses those
Immortals who derive their powers through
agreements with other creatures. These agreements,
called covenants, stipulate the behaviour and
contributions for all involved parties. In exchange
for power from one party the Immortal agrees to
perform specific services and undertake particular
responsibilities. So long as both parties obey the
covenant, power flows freely between the two.
The fifth chapter, Gifts, outlines the powers
an Immortal develops as he progresses toward
apotheosis. These powers, called gifts, allow the
Immortal to use the might derived from his power
sources for his own ends. Gifts range from unique
abilities to servants and artefacts.
The sixth chapter, Challenges, begins the material
in this book focused on Games Masters rather
than players. It outlines the various
kinds of challenges characters
face along their path toward
transcendence. Either the
Games Master or the player can
arrange these challenges into unique
‘Immortality’, creating an opportunity
for players to customise not only their
characters, but also the campaign world
itself.
The seventh chapter, The Immortal World,
provides details about the complex world of
Immortal politics. The information it contains
can spell the difference between life and death for an
Immortal character. It also gives the Games Master
a framework upon which to build his own fiendishly
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