Dungeons and Dragons – Mystara
Immortality – Path of the Paragon (Tier 4)
Note: Meant for 16th level characters only
The Path of the Paragon is for the Sphere of Energy, a test of creation and conquest. The hero must find an artefact of Thought, then create an entirely unique magical item that requires at least one impossible component. Once those are finished the Paragon must train no fewer than half a dozen apprentices and see them rise in power. Finally, the Paragon must challenge and defeat all wizards with 1,000 miles before they are eligible.
The Path of the Paragon
This is the route to the Sphere of Energy. This path is favoured by elves and planar races, fire aspected races and Arcane spellcasters.
Associated Wellsprings:
– Abstract: Magic
– Elemental: Fire
Quest
The paragon’s quest must be for a lesser Artefact of the Sphere of Energy. This quest is expected to be long, and brutal.
Trial
They must create an entirely new magical item. One not already in the setting. If they cannot make the item themselves, they need to hire a spellcaster capable of making the item. The item must meet all the requirements to be a legendary item, including the cost of material components. They must spend at least one year building the item.
The item must contain at least one impossible component, and may rare and difficult to find ingredients. Impossible such as the sound a shadow makes when it crossed the floor. They must create a means to capture the impossible ingredient.
Testimony
The quester must have at least six apprentices who they need to train from 1st level to 10th level, teach them to follow in their traditions of class and secret crafts. They also need to change the land for 100 miles around their home, giving the area a unique appearance and range of inhabitants.
Task
They must duel and defeat a number of members of their class, and be acknowledged as their superior. They may accomplish this by seeking out, challenging and duelling with them wherever they are, or by driving all others members of the class out of their domain. They must duel at least eight Tier 4 characters. If they are not an arcane caster, one of the eight duels must be with a Tier 4 arcane master.
A duel is a formal, one-on-one fight. They must issue a challenge to single combat to one character. It is possible that the challenger will bring seconds (helpers) to a fight, it is permitted for the questor to do so as well. The seconds are not supposed to get involved in the fight, but this often happens.
A questors seconds are not permitted to attack or effect the target of the challenge in any way, their interference might help the questor survive the duel, but any victory that does not result in the questors efforts alone will not count as a duel. The challengers seconds are under no such restrictions, so the questors sections are free to target the challengers seconds without breaking the duel.
Driving rivals out of the Questors domain means ordering them to leave, either forever or until the questor permits their return, and enforcing the order if they refuse. The rival may have an army or adventurer’s of their own, the questor can bring in their own support as long as their support does not affect the rival and leave them to the questor. Killing of a rivals does not count as victory.
As dueling a arcane master is part of the Task, it is advised for a non spellcaster to make the magical item they design and build something to help in the duels.
Paragons and a Adventuring Party
The path of the Paragon is a good quest for including a group of player characters working together. They are going to settle and make the region safe for habitation. They have to transform the lands (which can be anything from enchanting every square mile of these lands with an interesting magical effect, to introducing a striking new architectural element into every community in the land. This is alot of hard work with which other player characters can help. They also have to go through eight duels, and the other party member can be there to keep the rivals seconds in check. None of these requires the same level of secrecy as the petition.
Each of these tasks when completed gains a victroy in their quest for Immortality, with the final task making it a great chalenge completed.
D&D Gods
The Gods: The Immortals Overview, Patrons
GM Section: Immortality Overview, Path Conqueror, Path Dragon, Path Dynast, Path Epic Hero, Path Paragon, Path Polymath, Quest Petition, Quest Meeting
Energy/Fire (31): Alphatia (16), Bartziluth (24), Bemarris (3), Benekander (1), Branden 11), Coberham (18), Fire Elemaster (33), Guidarezzo (15), Heimdall (30), Iliric (8), Ilsundal (34), Ixion (36), Madarua (26), Mazikeen (27), Mahmatti (14), Matin (19), Mealiden (23), Minroth (13), Ninsun (35), Patura (10), Pflarr (25), Rad (22), Rafiel (21), Raith (12), Rathanos (28), Razud (31), Saturnius (20), The Shaper (7), The Shining One (29), Zirchev (17), Zugzul (32)
Entropy/Darkness (35): Alphaks (20), Aracne Prime (6), Arik (18), Atzanteotl (31), Bachraeus (19), Bagni (24), Brissard (10), Danel (14), Demogorgon (29), Harrow (11), Hel (36), Hircismus (12), Idris (15), Jammudaru (5), Kallala (22), Kiranjo (7), Kythria (2), Loki (30), Loup (9), Macroblan (27), Marwdyn (4), Masauwu (28), Nyx (33), Orcus (26), Ouranos (34), Pharamond (32), Qywattz (21), Ranivorus (16), Ruaidhri (3), Saasskas (23), Slizzark (17), Stodos (6), Talitha (25), Thanatos (35), Yagrai (13)
Matter/Earth (34): Atruaghin (32), Buglore (9), Chiron (6), Diamond (21), Djaea (34), Earth Elemaster (33), Faunus (11), Forsetta (7), Garl (13), Ground (19), Hattani (15), Ilmarinen (20), Infaust (16), Ka (35), Kagyar (28), Land (27), Lokena (2), Lornasen (10), Maat (30), N’grath (29), Opal (18), Paarkum (8), Polunius (25), Pearl (12), Tahkati (17), Terra (36), The Eternal General (14), The Great One (26), The Korrigans (24), The Twelve Watches (4), Utnapishtim (23), Valerias (31), Wayland (24), Wogar (5)
Thought/Air (36): Air Elemaster (32), Arnelee (8), Asterius (28), Clebard (2), Cochere (12), Cretia (16), Diulanna (18), Eiryndul (20), Frey (13), Freyja (13), Gorm (22), Halav (17), Karaash (5), Kersy (21), Korotiku (32), Koryis (10), Malinois (15), Ninfangle (27), Nob Nar (5), Noumena (34), Odin (36), Orisis (19), Palartarkan (11), Palson (4), Pax (35), Ralon (9), Sinbad (25), Soubrette (24), Ssu-Ma (23), Tarastia (30), Taroyas (6), Thalia (31), Thor (29), Turmis (1), Urtson (7), Usamigaras (27)
Time/Water (33): Al-Kalim (3), Ahmanni (14), Bastet (22), Brindorhin (14), Calitha (18), Carnelian (11), Chardastes (24), Crakkak (10), Finidel (7), Fugit (30), Gorrziok (25), Hymir (13), Khoronus (36), Liena (1), Luca (12), Malafor (15), Oleyan (6), Ordana (31), Petra (17), Protius (29), Raven (21), Sharpcrest (19), Simurgh (19), Skuld (34), Tiresias (9), Tourlain (8), Tyche (28), Urd (32), Vanya (23), Vethandi (35), Water Elemaster (33), Yav (20), Zalaj (27)
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
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