Dungeons and Dragons – Mystara
Immortality – Quest – The Petition (Tier 4)
Source: Wrath of the Immortals for D&D BECMI converted over to 5th Edition by me.
There are five paths to Immortality open to players (and some hidden paths). Any intelligent creature may try and earn immortality in any Sphere, although PCs should avoid Entropy for story balance.
Here is a breakdown of the petition:
– How they Learn
– Design Changes for 5E
Before they can set out on the path to Immortality, a character must reach 16th level (or Tier 4). Prior to undertaking this quest, the character should have learned of the existence of the Immortals and heard rumours that some Immortals were once mortal adventurers themselves. They should also have learned that the quest for Immortality is a very personal thing, a closely-guarded secret, and that sharing information about the quest with another character will hurt their own chances for success.
Until they reach the Tier 2, they should not even imagine it is possible to become an Immortal, when they reach Tier 3, they hear rumours of what is involved, and its only at Tier 4 they have a chance of achieving it themselves.
How they Learn
One they have reached Tier 3, it’s time for them to learn about the paths to Immortality. The character should attract Immortal attention or gain the attention of other canditates who have been given permission to share it.
This will attract dreams, visions, chronicles and soothsayers which can all provide part of the information they need to make the Petition.
What do they find out:
– They must select a sphere
– They must select a sponsor
– They must find the Site
– They must make a Gift
– They must be Alone
– They must make the Petition
They must select a sphere
All Immortals serve and draw their power from one of the five Spheres of Power, they must learn what the spheres are and choose which will receive their allegience. They will learn the each of the Spheres favour a specific approach. However, regardless of their favourtism, and class or race can gain Immortality in each of the Spheres. A character who draws power from an Immortal of the sphere they are petitioning, will be looked upon with favourtism as well.
With the spheres are the known five paths of Immortality. They need to learn about the Quest, Trial, Testimon and Task requirements of each path. (See the path for more details)
– The Path of the Dynast is for the Sphere of Time
– The Path of the Epic Hero is for the Sphere of Thought
– The Path of the Paragon is for the Sphere of Energy
– The Path of the Polymath is for the Sphere of Matter
– The Path of the Conqueror for the Sphere of Entropy
They must select a sponsor
Now that they have a sphere selected, they must find a sponsor in that sphere who is willing to serve as their sponsor. They must persuade the Immortal to become his or her sponsor. This is the purpose of the Petition, they need to find the site where that immortal receives petitons, they must also make a gift appropriate to that immortal.
It is possible for a character to select the immortal sponsor first, and then select the sphere based on the immortal. This is a valid option as the two steps can be interchangable and best to use what suits the story the best. A servant of an immortal is not guaranteed to be accepted as a candidate for Immortality as there is a difference between a faithful servant and an equal companion throughout eternity.
They must find the Site
Now they have a sphere and a sponsor, the must next discover where the sponsor entertains candidates for the petition. Each Immortal has one, and only one site which they receive candidates. It is up to the characters to prove their mettle by finding and reaching it.
This site could be anywhere – the top of a remote mountain, in a mystic grove surrounded by deep forest, in a trench at the bottom of the sea, or in a perfectly safe and nondescript temple or shrine, one they may have passed a number of times, but whose special nature took several dangerous adventures to uncover.
Discovering the secret of the site can be a relatively simple or difficult process. Patriarchs of the Immortal’s followers might be able to give a deserving candidate some idea of where to go, based on oral tradition and written records in their keeping. They will only be willing to share this information if the character does them a suitable favour in return such as:
– Endows a temple
– Defeats and enemy of the order
– Recoveres a lost relic
How eveer they obtain this information, they are required to keep their quest for Immortality secret as part of the challenge of the Petition. This is a test of subtlety over direct action to achieve their goals.
They must make a Gift
Once they have discovered the Site location for the petition, the character must then create a gift of particular relevance to the Sphere or personality of the Immortal. They should know enough about the Immortal’s interests and personality to be able to decide upon an appropriate offering.
The gift should be especially beautiful and have the qualities of the Sphere. An example is a glorious crown made of precious metals and stones would be appropriate for the Sphere of Matter, where an allegorical paiting or a rare book of philosophy would serve better for the Sphere of Thought.
The gift should be valuable, the more valuable the gift, the higher the chances for the character to receive a favourable response from the Immortal. The candidate should know that a minimum value of 25,000 gp is recommended but have heard that some candidates have been accepted with lesser gifts.
The gift maybe a non-magical work of art and craftsmanship, ir it maybe a magical item. If it is non-magical, the character will need to find the craftsman or artist appropriate to the task and pay him or her for the creation of the gift. If its magical, the character, if not a spellcaster, must find an appropriate spellcaster to make the item.
In most cases, the best possible gift would be an artefact, a magical item created by an Immortal which has at some time passed into possession of the character. The money value of such an item is impossible to calculate, but the certainly qualify as appropriate gifts for an Immortal.
They must be Alone
Up until the petition itself, they can travel with others, but once they enter the site, they must be alone as part of the process showing their dedication and willingness to keep the details of the meeting private.
They must make the Petition
One the gift is prepared, the site known, and the prefered sponsor slected, the character should embark on the journey to the place where the Immortal visits candidates to Immortality. The character should spend about a year in the process. They must make sure the gift is not damaged in the process, or repair (or recover) the item if it is damaged (or lost). The item needs to be in the world and not in an extra dimensional space.
Upon reaching the area of the site, within a mile or two, teh candidate must leave their mount behind and proceed on foot to the site itself. And that’s the last of the information the character receives – no matter how good their sources, they don’t receive information about what they face when htey complete their journey.
Design Changes for 5E
I have changed over to 5E levels and made it about Tier 4 that characters should be looking at becoming Immortals. I will be working with the secret crafts to enhance this as well.
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)
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