[Hang on a sec. <poke> There, that's better.]
As I was saying, the theme of immortality became an important one in the campaign, particularly as character's stopped "adventuring" and returned to normal life (albeit a normal life that was probably quite different than the one they might have known before they started adventuring). For various reasons it seemed natural to occasionally jump the campaign anywhere from a couple of months to a millenia (although that only happened once) into the future, so that players could actually build stuff in game (like castles, communities, and even their very own dungeons), and actually see it develop. This had the benefit of tying the characters closely into the game world, but it also meant that the characters would eventually age and die. And when that starts happening, players tend to start looking at alternatives.
Some attempted a more prosaic immortality by producing great works. This could be physical, like carving the face of a mountain into, well, a face. Or intellectual. For example, the majority of the philosophy of the magic system was created by player-character magic-users investigating the processes by which magic worked. As such they developed new ways of using magic, and added a scientific rigour to the process. The texts that they wrote still, at the end of the campaign, form much of the basis of magical theory and are found in modern magical libraries.
Not surprisingly though, many of the players investigated other methods of never dying, and I just thought I'd comment on a number of them.
The most obvious was by indulging in the various forms of necromancy. These generally relied on the similarity of anima (that force which animates living creatures) and mana (that force that powers magic). After all, zombies and skeletons are dead bodies animated by mana, aren't they? So it should be possible to bind the anima of a living creature into some sort of object or location in the same manner. And so were born various types of unliving creatures (since they could not die). Greater Golems were one such, where instead of using mana to animate the golem the magic user transferred his own anima into an artificial golem body. [Incidentally this made a handy punishment, since you could also use the same process to transfer the anima of an unwilling creature into an immovable statue...] However if the golem body was destroyed, the anima would be released. The ultimate necromancy was binding your own living anima into your own body in order to create a Lich. A lich was indestructable. Even if chopped to pieces, burned to ash, and scattered to the four corners of the world, the lich would return to existence eventually. Although it may take tens of thousands of years. [One of the major bad-ass player-characters is due back in about another 16,000 years for exactly this reason, and I suspect he will be rather pissed about that. Although it is tempting to bring him back to a completely different world. Perhaps one were bunny rabbit write books...]. Needless to say, such necromantic processes were do or die attempts, where failure meant death with no saving throw or ressurection.
There were also a number of types of unliving creatures that could be created accidentally, such as a Ghost. Of course this required that death occur so suddenly that the character doesn't actually notice that they are dead.
In a semi-necromantic vein were the vampires. Now a True Vampire was actually a form of wraith (undead). The actual natural form of a true vampire was the vaporous spiritual form which rested in the chest of the corpse and emerged each night to feed. It would usually form the image of the original body, complete with the grave goods and clothing it had when it was buried (it took three days to gestate). [This is why true vampires are not given to undue reflection.] However this had the problem that the vampire was non-physical and couldn't travel further away than the spirit could fly from it's (usually) entombed corpse home.
But a magic-user could use necromantic abilities to drain the anima from victims (willing or unwilling), and then use this life force as a form of super-mana, regenerating damage, retarding aging, and even being used as a form of nutrition. And it felt sooo gooood. A character that bound this ability into themselves became a False Vampire. Of course, the side-effect was that the character's life processes would atrophy, until they could only survive by vampirism. As well as needing a new hit every so often, not just when it was physically needed. And anything that would cause instant death in a human, such as beheading or destruction of the heart or brain) would also (eventually) kill the false vampire.
The idea that dragons never die (they just keep growing), was attractive to some. And so were born the False Dragons, being permanently shapechanged magic-users. The only problem was that the new False Dragon was the same age as the mortal that it was created from, and thus would need to survive a few more centuries before becoming a power to truly reckoned with.
Sufficiently high level wizardry could be used to achieve immortality, but that would require the character to first become a wizard (most magic-users in the game are actually sorcerors), then be able to access the higher astral planes necessary to enact the ritual. Most speculate that True Immortality is effectively a 11th level ritual (the "Feel" of wizardry).
Finally there were a number of known immortals scattered about the campaign, although no one really investigated how they came to be. It was entirely possible that they weren't actually immortal, but just used the wizardry of Time Stop to travel through time at an accelerated rate. They might actually have been using chronomancy to travel through time itself. [It was known that chronomancy was possible, but extremely dangerous as the universe would edit any paradoxes out of existence by removing the offending magic user.]
However the most common form of immortality available to players was in creating a family to which one could leave their legacy to. It was often the case that players would karmically reincarnate within their own family line (even if their original character was still alive; karma is strange like that).
The players themselves were immortal and were perfectly entitled to remember the events of their past character lives. It was considered to be a form of karmic immortality and definitely voided causality.]