Biracial Edgelord Can't Make Immortal : Power of Ten, Book Seven - BECMI Chapter 112 – The Roads to Immortality

BECMI Chapter 112 – The Roads to Immortality

Words : 2148 Author : RE Druin

In this chapter, Candidates for Immortality were called Immortal Aspirants.Normally, the first step was for the mortals themselves... Continue reading Chapter 113 of "Biracial Edgelord Can't Make Immortal : Power of Ten, Book Seven" for the full story!

Candidates for Immortality were called Immortal Aspirants.

Normally, the first step was for the mortals themselves to start actively seeking the Roads to the Immortal. This could be done with research, seeing wise men, or simply being powerful and attracting the attention of prospective Immortal Patrons, who would let dribbles and drabs come forth.

Then the potential Aspirants sought out a particular locale where they might meet a particular Immortal, reaching this secluded location while suffering the tests of character from their Patron. If they succeeded in drawing the Immortal’s attention, by a bribe or gift and simply be being that damn awesome, they were informed of the proper paths to take and strive for Immortality.

Five Spheres, five different Roads, although Entropy had the broadest and nastiest, as it was a dark reflection of the others.

The questing and trials of the Roads were as important as the end goal. Increases in personal strength were a given, and different Spheres favored different Classes and species.

The first thing that had to be done was recovering an Artifact of the Sphere you were questing on. Given the limited number of Artifacts and how they were usually hidden and buried, this could be quite the quest all on its own.

The second thing was to prepare a Testimonial, a legend that would endure and carry on your history, philosophy, and legends, forming the potential foundation for your mortal followers once you Ascended. Both active followers and a monument were required, and active participation in establishing both.

The third thing was to complete a Test appropriate to the Sphere.

The fourth thing was to complete a legendary Task appropriate to the Sphere.

Once all were done, it was up to the whim of their Patron to see if they would Ascend, although continued persistence would eventually gain approval, regardless, unless they did something disastrous or wrong… or were lured away by another Patron.

Earth/Matter’s Road was called the Polymath, and the objective was to demonstrate mastery of all standard Classes. It favored warriors, mastery of mortal skills, and perseverance. This Road required excellent ability scores, and was nominally aligned to Earth. As Humans were the only normal mortal race about who could be all four Classes, this road intrinsically favored them… but Halcyon elven magic could duplicate clerical powers, there were dwarf-priests and mages and Artificers, and thiefly attitudes could be duplicated with the right spells and magic items. Basically the hyn were kind of shafted, as they couldn’t master any form of arcane magic, and gnomes didn’t exist in this current time period… and had no aptitude with clerical magic in the future.

The Polymath ostensibly had to start their road over and attain Five in all three Classes they did not have, before Questing anew for a specific Artifact each time. Each time they succeeded in regaining it, they had to start over in a new Class.

Once they completed their three extra careers, they then had to adventure solo until they reached Twelve in each Class.

Furthermore, they needed to raise up a bunch of adventuring comrades, keeping them all alive over the course of their questing, to form part of their Testimony during their Quests.

Completion of all these resulted in Ascension to Immortality, with their Patron’s help.

The Road of Water and Time was that of the Dynast, basically establishing a legacy across time. It favored Clerics, Faith, and Wisdom, building up a legacy of family and followers and stretching it across the ages.

The Quest required finding an Artifact which allowed traveling through time.

The Trial involved traveling forward through time and thrice helping their own descendants and followers to save the dynasty the Aspirant had established and keep it alive and moving forward.

The Testimony was about establishing a kingdom or equivalent with a population of at least fifty thousand humans, or ten thousand demi-humans. So, Water’s Road meant becoming a ruler, or, more often, the founder and hierophant of a new church or religion.

The final Task was sitting that throne for at least twenty years, and having a living grand-child or similar descendant as heir to inherit the throne at the end of that time. It didn’t actually require bloodlines, a philosophical heir or adopted child was fine, but an heir had to be there. Naturally the realm would be tested by Immortals during that time period...

The Road of Fire and Energy was called the Paragon. It represented mastery of Magic and fundamental forces, change, power, and the willingness to use them. It totally and unabashedly favored arcane magic-users of all stripes, of course, and was probably the most pursued of all the Paths, as pretty much all Wizards reaching High Archmage (Thirty) naturally all vied for Immortality, and outnumbered all other Classes combined at those Levels of power.

They also checked one another nicely, interfering with one another’s bids for power, ensuring only the most committed and devoted could attain the prize.

The Quest was to find whatever Artifact of Energy their Patron bid them retrieve, usually from another mage who had found it and also needed it for their Road. Competition, and basically stealing a McGuffin from another Aspirant!

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The Trial involved the creation of a unique magic item made by the character alone, complete with a nigh-impossible or legendary ingredient, such as the sound of a cat’s footfall used in the Rope .

The Testimony involved recruiting at least six apprentices who had to rise at least twelve Levels in their service. The Monument aspect of this involved transforming the landscape for at least a hundred miles around their home, giving it a unique appearance and specific cultural identity, usually with a highly magical bent to it.

The Task, the Challenge to Power, was the biggest check. The Paragon had to be recognized as the most powerful wielder of magic for a thousand miles around their home. Refusing to recognize their eminence meant dueling any mages who did not bow, or driving them out of the area.

There was nothing that said those mages couldn’t gang up to defeat you, too, and most would happily do so in order to check any other powerful Wizard they didn’t want looming over them. The Challenge to Power was a major event, and would naturally draw other Aspirants to Paragon like flies to a corpse, all of them striving to prove themselves the superior mage.

Of course, being the Aspirant had to be at least a High Archmage themselves, and likely would be an Overmagus, most of the weaker arcanists would just kneel.

Elves without Elven Wizard could pursue this Class simply by making a home far from higher-Level human Wizards. Non-Wizards who could beat the crap out of Wizards could also do the same, but it was rare and difficult, and they still had to create a unique magic item. Ostensibly, Donner of the Ayenser had done it by forging his unique Hammer as a mage-slaying weapon and taking them to pound town.

The last basic Road was that of Air and Thought, the Legendary Hero. It favored creativity, skill, daring, and innovation, and favored Thieves, Mystics, and other such ‘clever’ rogues and swashbucklers.

The Aspirant had to Quest to find a powerful Artifact from Thought. This was often made difficult by Entropy.

That was because the Hero’s Trial was to DESTROY an Artifact of Entropy, meaning Legendary Heroes were Entropy’s most hated branch of Aspirants.

As their Testimony, they had to train up a successor, and create a Legendary Weapon to be passed down to them.

Lastly, their Task was literally about being a hero, a paragon of daring, valor, and pursuit of goals, someone bards and minstrels would sing about as a true Hero. They had to pursue a quest with a legendary scale, such as counting all the grains of sand on the beaches of an island chain, driving all dragons from the land, bringing down an ancient and lasting source of Evil, or the like. The tale had to live on in legends to inspire others to greatness.

I had a rough idea of these Roads, built up of rumors and legends around them, but it was nice seeing the bones of them laid out like that. The meat actually came from the Immortal Patrons, who could make them ridiculously hard to complete or comparatively easy, depending on how they favored their Aspirants… or on the arrogance and hauteur of such Aspirants, of course.

The Entropic Roads were complete inversions of the other four, stylized as , and .

focused on stopping the rise of heroes and killing them off before they could become powerful, and all their friends and allies, too, using betrayal. It was the Road that was the bane of adventuring parties, and enjoyed by assassins.

was the Dynasty-destroyer, bringing down kingdoms and empires, ending bloodlines, destroying philosophies, and burying them all in the trashbin of history, the more violently and completely the better. It succeeded best when the Immortals who founded the Dynasties actually had to be the ones to eliminate them. As a side aspect, forming a cult of nihilism that yet endured through the ages and worked to end such Dynasties was considered a plus. Barbarian hordes and cults of pleasure and sadism were of equal use here, and its hallmark high point was genocide and cultural extermination, with the acute failure of Immortal Patrons and Aspirant Dynasts considered the mark of true Entropic greatness.

Most importantly, the armies of the Ravager couldn’t survive their death. They had to break up and destroy themselves with infighting once they passed on, instead of creating a true dynasty of their own!

The Ravager was the Road taken by most humanoid hordes. Build up an unstoppable army of savage marauders, and go trample down anything that got in their way, then destroy themselves once their hero passed!

was about bringing down Paragons, destroying the landscape, butchering their apprentices, and bringing others together to suppress and destroy any overweening idiot who thought they were better than you. If done from the shadows, all the better, using everyone and everything around you to destroy your opponents, including those you trained up to die for you.

was the darling of the anti-heroic Road, but worked on all of them, succeeding best when either consigning a would-be Legendary Hero to die in obscurity and be forgotten as a total or reviled failure, or when said Hero embraced villainy and was corrupted to Entropy as one of its own, becoming a villain unmatched who was never caught and punished, and even their own successors couldn’t rise up and kill.

There was another Road that existed, but Jillius didn’t know of it, because it didn’t exist in this time as of yet. It was rumored to exist as an extension of the Radiance in Zanzyr, and down in my homelands, whispered about in my mother’s tomes, but only truly accessed by the priests of Gaebrel.

During my forty years of downtime in the Inn, I’d had plenty of time to investigate the rumored uses of the Radiance while its power was spilling out into the world and before it was fully leashed by Immortal power. In fact, given how I had worked it out, I was probably the first person temporally to do so, and likely had formed the Road myself.

The spell used the power and strength of the whole planet’s magic to form a Corridor of Ascension. Using the magic, if you could walk to the end of the Road and open the Portal there, you would step directly into Immortality.

Quick. Clean. Simple. Avoided all the competition and pageantry of Immortal Roads, required no Patron to sponsor you and sacrifice the Immortal Power to raise you up. Just learn how to manipulate the Radiance, then research the spells, devise the spells, and execute the spells, all without flubbing up and inheriting some potentially catastrophic side effects of working with trans-magical radiant energy that was on a higher tier than normal magic.

Gammathauma radiation magic. Becoming Immortal by devouring the magic of the world.

The source of the day of No Magic. The day Grandmaster Nathanael Jean-Arc had Cast the spell successfully, walked to the end of the Radiant Road, and stepped into Immortality by his own power, the dream of every Wizard born.

That annual day was now immortalized by all spellcasting failing, and poorly-spun or aged enchantments breaking and fading. The most vulnerable day of the year to any and all spellcasters, and a clear sign that using ate at and destroyed the magic of the whole world!

📖 Contents

1 BECMI (Biracial Edgelord Can Make Immortal!) : Prologue 2 BECMI Chapter 1 – Babyhood Sucks 3 BECMI Chapter 2 – We’re at Character Creation and trying to Minmax! 4 BECMI Chapter 3 – Getting Around 5 BECMI Chapter 4 – Setting Yourself Up for Success 6 BECMI Chapter 5 – Immortal Lies, Mortal Meanings 7 BECMI Chapter 6 – Going Hunting above my Weight 8 BECMI Chapter 7 – Material Acquisitions 9 BECMI Chapter 8 – Out in the Darkness 10 BECMI Chapter 9 – Picking up an Animal Friend 11 BECMI Chapter 10 – Butter and Poison 12 BECMI Chapter 11 – Item Creation Guidelines are Important 13 BECMI Chapter 12 – A Stave to Edgelord By 14 BECMI Chapter 13 – With This Staff in Hand... 15 BECMI Chapter 14 – The not-Radiance, it's Gammathauma Radiation, Fools! 16 BECMI Chapter 15 – Explosive News 17 BECMI Chapter 16 – A Study in Time 18 BECMI Chapter 17 – The Elements of Time 19 BECMI Chapter 18 – Busy as the Bugs 20 BECMI Chapter 19 – What Lies Over There 21 BECMI Chapter 20 – Miraculous Possibilities 22 BECMI Chapter 21 – The First Dragon 23 BECMI Chapter 22 – Leveraging Time 24 BECMI Chapter 23 – Working the Runes 25 BECMI Chapter 24 – Runes and Running About 26 BECMI Chapter 25 – Dwarven Hospitality 27 BECMI Chapter 26 – Elven Hospitality 28 BECMI Chapter 27 – Truth Cuts Deep 29 BECMI Chapter 28- A Wrinkle in Time 30 BECMI Chapter 29 – Time is Cruel 31 BECMI Chapter 30 – New Recruits 32 BECMI Chapter 31 – Out-Voted 33 BECMI Chapter 32 – A Long Trek Backwards 34 BECMI Chapter 33 – Warrior and Human 35 BECMI Chapter 34 – The Alternate Road 36 BECMI Chapter 35 – Past Misgivings 37 BECMI Chapter 36 – Another Pause in Proceedings 38 BECMI Chapter 37 – Stragglers Here and There 39 BECMI Chapter 38 – More Stragglers 40 BECMI Chapter 39 - Outlawed 41 BECMI Chapter 40 – Messing with History 42 BECMI Chapter 41 – A Potent Future from the Past 43 BECMI Chapter 42 – One Last Night before we Rest 44 BECMI Chapter 43 – Filling Up the Time 45 BECMI Chapter 44 – A Chill is Setting In 46 BECMI Chapter 45 – A Cataclysm Cometh 47 BECMI Chapter 46 – Some Time Alone 48 BECMI Chapter 47 – A Dragon’s Years 49 BECMI Chapter 48 – Draconic Discoveries 50 BECMI Chapter 49 – The Long Years 51 BECMI Chapter 50 – An Immortal Visitor 52 BECMI Chapter 51 – Immortal Consequences 53 BECMI Chapter 52 - Dragonsleep 54 BECMI Chapter 53 – It’s Time to Go 55 BECMI Chapter 54 – A Final Pause 56 BECMI Chapter 55 – The Last Sunken Hurdles 57 BECMI Chapter 56 – A Scale of Time 58 BECMI Chapter 57 – All the way here to Thisbean Inn 59 BECMI Chapter 58 – Of Ladies and Kings 60 BECMI Chapter 59 – The Guilty Parties 61 BECMI Chapter 60 – Divining the Traitors 62 BECMI Chapter 61 – Of Kings and Things 63 BECMI Chapter 62 – The Ei is Watching 64 BECMI Chapter 63 – A Roadmap to the Future 65 BECMI Chapter 64 – Marked for Greatness 66 BECMI Chapter 65 – About Time and the Land of Darkmoor 67 BECMI Chapter 66 – Trade Matters 68 BECMI Chapter 67 – First Contracts 69 BECMI Chapter 68 – A Working Vacation? 70 BECMI Chapter 69 – Preserved by Amber 71 BECMI Chapter 70 – Getting into Positions 72 BECMI Chapter 71 - Attendance 73 BECMI Chapter 72 – Extending Influence 74 BECMI Chapter 73 – Family Problems Counselor 75 BECMI Chapter 74 – Timely Political Contributions 76 BECMI Chapter 75 – Running Simulations 77 BECMI Chapter 76 – Prepping for Adventure 78 BECMI Chapter 77 – Module, er, Quest Accepted! 79 BECMI Chapter 78 – The Batrachian Basilica 80 BECMI Chapter 79 – Scouting Speed Run Complete 81 BECMI Chapter 80 – Special Forces in Special Places 82 BECMI Chapter 81 – A Failure of Technology 83 BECMI Chapter 82 – Taking the Temple 84 BECMI Chapter 83 – Setting the Spoils 85 BECMI Chapter 84 – New Roads Forward 86 BECMI Chapter 85 – Recruitment Drive 87 BECMI Chapter 86 – Crazy Origins 88 BECMI Chapter 87 – Off to the Weirwoods 89 BECMI Chapter 88 – A Walk in the Moonlight 90 BECMI Chapter 89 – Annihilation: Code Black 91 BECMI Chapter 90 – To the Stormspires and Overstern 92 BECMI Chapter 91 – The Man in the Middle 93 BECMI Chapter 92 – The Forgebridge 94 BECMI Chapter 93 – The Abbey 95 BECMI Chapter 94 – Murder, She Witnessed 96 BECMI Chapter 95 – The Hunt will begin Soon 97 BECMI Chapter 96 – Recovering a Regent 98 BECMI Chapter 97 – A Blood Price 99 BECMI Chapter 98 – Ill Deeds come home to Roost 100 BECMI Chapter 99 – Freedom Rides on Black Wings 101 BECMI Chapter 100 – Beckoned by Fire 102 BECMI Chapter 101 – Forged in a Lava Pit… Sounds Familiar?… 103 BECMI Chapter 102 – I Wish for a Bad Ending to All This 104 BECMI Chapter 103 – A Massacre for a Massacre 105 BECMI Chapter 104 – The Judgment of Heaven 106 BECMI Chapter 105 – Energy in Hand with Entropy 107 BECMI Chapter 106 – Another Courting Call 108 BECMI Chapter 107 – Ripple Effects 109 BECMI Chapter 108 – Fiends for Demons 110 BECMI Chapter 109 – Immortal Words and Wills 111 BECMI Chapter 110 – The Collapse of the Khirifi 112 BECMI Chapter 111 – Intervention of the Elders 113 BECMI Chapter 112 – The Roads to Immortality 114 BECMI Chapter 113 – A Road to the Eternal 115 BECMI Chapter 114 – The End of the Khirifi Empire 116 BECMI Chapter 115 – More Imperial Ambitions 117 BECMI Chapter 116 – Conjured Doom 118 BECMI Chapter 117 – Deathly Bequests 119 BECMI Chapter 118 – On a Higher Cause 120 BECMI Chapter 119 – An Expansion of Strength 121 BECMI Chapter 120 – Immediate Plans 122 BECMI Chapter 121 – At the Tower of Daffid the Red 123 BECMI Chapter 122 – Fiery Food leads to Fond Farewells 124 BECMI Chapter 123 – Fallen from the Stars 125 BECMI Chapter 124 – Diplomatic Dealings 126 BECMI Chapter 125 – Inside the Barhund 127 BECMI Chapter 126 – Hearts at Ease 128 BECMI Chapter 127 – Discussions of Consequences 129 BECMI Chapter 128 – Waking from a Bad Dream 130 BECMI Chapter 129 – The Destiny of the Barhund 131 BECMI Chapter 130 – A Call to Battle 132 BECMI Chapter 131 – A Letter of Blood and Souls 133 BECMI Chapter 132 – Where We are Going and What We are Doing 134 BECMI Chapter 133 – A Map to Massacre By 135 BECMI Chapter 134 – The Cost of a Curse 136 BECMI Chapter 135 – There is no Glory in This 137 BECMI Chapter 136 – Breaking the Northern Fist 138 BECMI Chapter 137 – Vikings get Viked by Southern Cross 139 BECMI Chapter 138 – Killer Legacies 140 BECMI Chapter 139 – What is Locked Within 141 BECMI Chapter 140 – Yellow goes White 142 BECMI Chapter 141 – Something for Later 143 BECMI Chapter 142 – Annealed by the Annelid 144 BECMI Chapter 143 – Cavernous Elimination 145 BECMI Chapter 144 – Cold Relief 146 BECMI Chapter 145 – A Moment to Reflect 147 BECMI Chapter 146 – The Temples are Doomed 148 BECMI Chapter 147 – Death is, in fact, Quite Proud 149 BECMI Chapter 148 – Not a Duel of Fates 150 BECMI Chapter 149 – Chatter in the Coliseum 151 BECMI Chapter 150 – It’s Not Fighting and Slaughter, It’s just Showbiz! 152 BECMI Chapter 151 – Avaunt, ye Avatar of Nifl! 153 BECMI Chapter 152 – Gold and Glory 154 BECMI Chapter 153 – And there was Dancing 155 BECMI Chapter 154 – A Dwarf Redoubts 156 BECMI Chapter 155 – A Legacy to Endure 157 BECMI Chapter 156 – Unmoored Parts moving in the Dark 158 BECMI Chapter 157 – Grifting by a Graf 159 BECMI Chapter 158 – A Return to the Present 160 BECMI Chapter 159 – Wind and Fire do not mix Well 161 BECMI Chapter 160 – I Wish I Knew... 162 BECMI Chapter 161 – Clans and Claymores 163 BECMI Chapter 162 – Time is Anchored 164 BECMI Chapter 163 – Overland Travels 165 BECMI Chapter 164 – Over Roads, Past the Dales, as We Head for the Bleaklands Trails… 166 BECMI Chapter 165 – A New Trade Road 167 BECMI Chapter 166 – A New Trade City 168 BECMI Chapter 167 – Elves Moving Forward with the Times 169 BECMI Chapter 168 – On the Road Again, I just can’t Wait to get on the Road Again… 170 BECMI Chapter 169 – A Bridge over Troubled Waters 171 BECMI Chapter 170 – The Bridge is no Trouble 172 BECMI Chapter 171 – The Road ahead is Bleak, Bleak, I Say! 173 BECMI Chapter 172 – Just Some Random Mercantile Proceedings

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