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Great Immortals

Description:  As far as the Great Immortals are concerned, the path of harmony has failed.  While they do not deny such cornerstones of thought as yin and yang and the five elements, the Great Immortals eschew the idea of balance.  Their goal is to achieve immortality, and their means to that end is the study of yang magic.  Yang is associated with both Heaven and fire, and these wizards believe that immortality lies in the manipulation of this energy.

The Great Immortals are not the first to pursue this path.  In fact, they revere the legendary figure of Cao Sifen, a yang wizard who became immortal in the distant past.  However, they are the first yang wizards to band together in a secret society.  The reason is unknown to the other societies, who think the group solely concerned with the quest for immortality.

The society was founded during the reign of Emperor Chaoshi.  It was inspired by the prophecies of Cao Sifen, which stated that a new power would rise in the Age of the Lonely Phoenix.  Yang is associated with the phoenix, and a male phoenix has long been the symbol of a just emperor.  Since the days of Chaoshi, they have waited for the disappearance of the male phoenix; unsurprisingly, none has been seen since Emperor Jianmen ate the tainted lotus.

The Great Immortals see themselves as the harbingers of a new order.  Their inevitable immortality will change the very nature of the empire, and their phoenix will rise to dispose the emperor.  Heaven has made it clear that now is the time to act.

Organization:  The Great Immortals call their organization the Circle, because of the circle's association with yang.  The hierarchy of the group is very simple.  In the center is the Master of the Circle, currently a powerful witch named Diao Xu.  Surrounding him are the rest of the members, and each is considered equal.  As Diao is fond of saying, "All parts of the circle are equally close to the center."  Recruits are taken as apprentices and join the Circle once they attain 3rd level.

Leadership is given to individual members of the Circle for specific missions, but this authority is temporary.  Once the mission is complete, the leader returns to being just another member of the Circle.  This encourages members to treat one another well, since today's underling may be tomorrow's leader.

Requirements:  To become a Great Immortal, a character must have a minimum Intelligence and Strength of 9.

Benefits:  Great Immortals surround themselves in yang-heavy objects, such as gold and jade.  They also spend time performing rituals in areas associated with yang magic.  Thus a Great Immortal is able to use magic more effectively.  At the beginning of each day, the wizard makes a Might stunt.  The result of the die roll is the number of bonus yang spell levels he or she can memorize that day.  For instance, a Great Immortal who rolled 2 on the stunt die could memorize an additional two 1st level yang spells or one 2nd level yang spell.

Great Immortals have a deeper understanding of yang magic then other wizards do, and this gives them several benefits.  Yang spells cast by Great Immortals last for an additional round (except those that are instantaneous), and targets of such spells a -1 on any saving throws to resist.  Additionally, the Great Immortal gains a +1 bonus to saving throws against yang magic.

A Great Immortal starts the game with the following martial arts maneuvers: Iron Palm, Might of the Tiger, and Wuxia.  Subsequent maneuvers are at the character's discretion.

Hindrances:  Unsurprisingly, Great Immortals suffer from the overbearing imbalance of yang.  The most obvious effect is that they are more susceptible to yin magic, suffering a -1 penalty to saving throws against yin spells.  They downplay this affliction, though, calling it an obstacle to be overcome on the road to immortality.

Since yang energy is fiery and active, Great Immortals are in constant danger of literally burning themselves out.  Yang wizards have found they can prevent this fate, however, by observing certain taboos.  At 3rd level and every two levels thereafter, the wizard must choose one taboo.  The list below provides some ideas; any taboo that is chosen must be at least as restrictive as one of these.  As long as the taboo is observed, all is well.  Whenever a taboo is broken, the wizard must make a will save with a DC of 20 or suffer an amount of damage equal to his or her level; if the save is successful, only half damage results.

Sample Taboos:  Cannot bathe, cannot cut ones hair, cannot eat meat, cannot touch a dead body, cannot drink alcohol, cannot have sex, and cannot kill an animal.

Starting Equipment:  Spellbook, and two weapons, Ink and paper, assorted spell components, 1d4 pieces of jade, and 2d6 tael.