Immortals & Causes

Immortals
Immortals, in the world of Carceres, are heroes that have elevated themselves to the highest ranks of power, only to go beyond the mortal realm to an ultimatum for their being. Immortals are the apotheosis of heroes and delve into the quintessential powers of the universe. When a hero reaches Immortality, he governs his own realm thereafter and leaves the Prime Plane (or - normal world). From his own plane of existence, the Immortal is able to govern power that affects the Prime Plane. Ascertaining Immortality is no easy task, nor is it a right of passage for adventurers who have achieved the maximum amount of power in their field. Immortality is only gained by those who have the determination for it, not merely the power.
Immortals maintain interest in the Prime Plane as they govern various aspects of it - An Immortal may govern the weathers of the sea or the tunnels of the underworld. Each Immortal is part of one of five spheres that govern the Universe: Matter, Energy, Time, Thought and Entropy. The Universe is in an ideal state when each of the spheres shares a balance of power within it. Each sphere tries to gain power over the others, within the limitations of this balance. If balance were to shift into too great a measure for one of the spheres, the Universe would become disastrous and in the end the sphere of Entropy would eventually win. Not even the sphere of Entropy would like the complete demise of the Universe, however, as it would result in the complete annihilation of everything and Entropy, without its counter parts, would cease to exist as well.
Causes
It is not necessary to follow an Immortal to gain power or to have a reason for adventuring. If a divine spell caster does not choose to follow an Immortal, they must instead choose a Cause to draw power from. Causes can easily take the place of Immortals for creating a power source for individuals on Carceres. Causes, in Carceres, are established motives that have foundations of power. If a character would like to create his own cause, it is possible. Any belief or passion that drives an individual or sentient creature in Carceres can create power for those who can wield it. All individuals can follow a Cause, whether or not they are eligible to draw divine power from it. Drawing power from a Cause is created by directly tapping into the raw energies of the Universe. Utilizing a link to these raw energies creates power that is normally bestowed by divine agents; thus Clerics, Paladins, Rangers and Druids may all utilize a Cause as their source of channeling power. Arcane power is not received by following a Cause, but an Arcane spell caster can still be driven by the goals of a certain Cause. Causes can also play a role in where the soul's final resting place is after death.
A Cause can be just about anything someone can be passionate about. Causes can also be problematic at times, since they can be based on anything. Certain Causes that are followed may reside in the belief of a Deity that does not actually exist, for example. The Cause that drives the individual will grant power to them, even if it is the case that their belief is not based in actual truth. When a belief, true or not, is considered a Cause, it is practically impossible to prove it otherwise to the follower of that Cause, after all the proof is right there in the power the Cause is granting them!