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The Eternal Ring - Original/ Old

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Formerly Halos and the Ring of Spheres

I am revamping this now. Here are the original threads in their original orders. The new stuff starts Here:

We Now return to the original thread.

That got your attention I'm sure.  This is a campaign setting I am working on. This campaign is set on a series of world (where most are fantasy environments), linked by a gate platform. Standing on said platform transfers you to either the next world in line or a central nexus (where you can scoot across the growing ring of worlds).  Upon these worlds are Avatars, being with Halos. They have special abilities beyond those found on their world. These avatars have built up several organizations on the Ring of spheres: The Proctor's Guild, Earth Alliance, Wave Guild, Fire League, Zepher Guild, Frost League, Noble Alliance (challanging proctor's rights), Goblin Horde, several other minor ones, and the most strange: Church of Eternal Life. The Avatars adventure, intrige, and compete with each other for their own admusement.

Avatars   AKA Halos
Avatars are special beings that exist on these worlds. (To each other and sleepers, they have this visible halo... hence the name). Avatars are different from standard linear beings. Each avatar is latent in a number of beings, but only conscious in one at a given time. The consciousness of the Avatar then comes to the forefront in the person (the Persona). Once conscious in a persona, the Avatar will (generally) be active in that one form/ persona until its death. Upon the Persona's death, the Avatar will  awaken in another of its forms with all the memories (and much of the personality) of its previous incarnation.

An Avatar's knowledge and experience follows them around, but the specific of skills are not. Those are dependent upon the persona. So while a roguishly orriented Avatar is restricted by the move silently skill level of their persona, the avatar will know how to make the most of that skill because of its experience.  If the Roguishly orriented Avatar takes on a Martially orriented persona, it will have few roguish skills to utilize. But it can utilize the warrior skills of its Persona quiet easily.

When an Avatar takes on a new persona, the persona "awakens"; it is aware that it has always been the Avatar but has merely been sleepwalking through their current life. Some Avatars utilize the persona's personality and history, taking on that role; while others just "take over" and ignore the persona's previous life.

The rest of the beings in the worlds fall under the categories of mundanes (normal people who stay in their one place and don't do as much as adventurous sorts) and sleepers (who have a bit of initiative, but mostly follow avatar's orders) Sleepers are personas that are not active.

Those with Halos have a number of other odd abilities:
1) The Ability to Broadcast words to every other Avatar on a Sphere.  The Avatar must speak these words, loudly. If Avatars choose to pay attention, they can hear these comments. The Avatar who is paying attention can hear these words (but no one else by them can).

2) The ability to Send words to specific avatars on a sphere. They must know the names of the given avatar (which is different from their personal name). Again the words must be spoken out loud. These specific words are automatically heard by those

3) The ability to locate other Halos on any sphere. They must know the names of the given avatar (which is different from their personal name). The Avatar can feel for a given avatar. They will know what sphere(world) and sometimes what region of that world they target avatar is.

4) The Avatar knows more about their environment than than normal.  They are accutely aware of their exact physical and mystical states. By spending a moment in concentration, they can become vastly more aware of things in their environment (finding traps, locating things, identifying people and monsters, learning exact location, and so on.)

5) Each Avatar can have an affiliation with an Avatar Group. When they wear the group's color/ pattern, they activate it... causing it to glow.  Thus Avatars know who is actually a member of their group. The Proctor's control rank symbols (more on those later).

6) An Avatar can choose to "sleep". The character's halo dims. The character then functions as a sleeper (going through the motions. They will follow their troupe around, defending themselves, until they can settle down in a village or city. Once the avatar awakens and the halo returns to its bright self.  The Sleeping function is related to a Matrix Save (see Eternal Life), except you never know exactly where you will be when you return.

Avatars who have sleeping persona's are either taking care of some cosmic business off the ring for a time OR are activating another persona.  Note: If an Avatar interacts directly or indirectly (like an equipment drop) with a persona, they suffer a penalty imposed by the proctors, usually 100-500 Coyns OR the death of every persona involved. Those intentionally aiding others in the circumventing these rules, will be penalized the same way.

7) An Avatar can will itself to die. This allows the Avatar to take on a new persona.  An Avatar can will itself to sleep. The Persona will sleep a natural amount of time and will arrouse as a sleeper if the Avatar is not awake.

Each Persona is a character of its sphere, with appropriate skill and power sets. If their homesphere has "special rules" they will follow those rules.  (Mostly these rules will be variations on what skills are available, but other options are possible.) Most of the spheres follow the same "common rules". Most "special rules" are not applicable to other spheres.  For example, a SuperHero sphere allows for meta powers. It is only a small fraction of other spheres that allows characters to use meta-powers. So the character has all these abilities, but can't use them (or finds them translated if the character was a superhero telepath and went to a psychic sphere).

An Avatar can active any of their personas from any of the spheres they have visited or can visit.

Gifts/ Feats
Akashic Hearing: The Avatar is aware of every Shout sent out, even if they are not paying attention. (Most of the time the Avatar must make a Notice type check to hear said Shout). They still can choose to ignore it, but they are aware it happened.

Akashic Touch: The Avatar knows certain avatars by feel. They can send and locate given Avatars simply by knowing their persona's name (if that persona is active).  They can also recognize with some kind of notice check Avatars they know no matter what persona they are wearing.

Akashic View: The Avatar can stop and concentrate for a time and search the astreal Akashic Record for information about a Sphere, Mundane, or Group.  The depth of the search determines the time taken.  

Akashic Search: Like Akashic View, but the Avatar can search the record to see if they can find another Avatar's experience in a given situation. It will give the experience in general strokes.  This takes quite quite a bit of time, usually 6d6 minutes but sometimes more.

Akashic Search Gyld: Like Akashic Search except it searches only the experiences of a Gyld the Avatar is part of.  It provides more detailed information than a general Akashic Search, but it takes about the same amount of time.  

Akashic Communication: The Avatar stops and concentrates for a while. The avatar scribes information into the Akashic record for others with Akashic Communication to read.  This is like a "Shout" except it just hangs there until people answer it. The character must take time and look to see if anyone else scribed an answer.
Many Avatars use this to set up deals, adventuring groups, or pass information along to their Guild.

Akashic Scrolls (Req. Akashic Search): The Avatar must focus upon the target Avatar and must be two of the following (Immediately near the Avatar, Know the Avatar's name, Know their Gyld affilliation, Know their persona name. The Avatar concentrates for a while 1-6 impules. They can review the Scrolls of Personality in the Akashic Library.  This will give them some basic information about the Avatar they focusing on (Such as the Name and Archetypes of all their active and most recent personas, Avatar name, Gyld Affiliation, any badges, awards, or emblems they might have, and the last time they were awake).

Updated 11/17

The Proctors are the defacto administrators/ meta-government of the Ring.

Their symbol is a yellowish white eight pointed star (emphasized points at 0,90, 180, and 270) on a field of blue (normally). The number of symbols expresses the character's rank in the proctors guild. On any world within the Ring, this symbol can not be forged and worn. Those that do or try to impersonate a proctor (identifiable as no glow) soon find a large number of proctors and guardsmen coming after them.  

Proctors (Five Stars): These are the administrators for a given sphere (or type of activity- a sphere of influence - so to speak). In most cases, proctors do nothing more than coordinate "events" for the Avatars to participate in (quests, races, tournaments, and scavenger hunt variations). For individual areas, they mediate conflicts between specific avatars in reguards to following the given rules of a sphere, rules of passage, or the general rules of politeness/ conduct/ honor. In more serious areas, the proctors mediate between various guilds when disputes or judges intraguild competitions. A proctor must witness the allignment of an Avatar to a given guild.  Proctors also direct the Guardsmen to keep the peace and enforce their edicts. In most cases they do not invoke it, but proctors can also control the gate points. They can ban halos from given spheres, ban them from the entering sphere a given avatar is on, or delay any transit they might perform. They also have guardsman resistance. (See Guardsmen)

Note: While there is political manuvering inside the Proctors, as all positions are awarded by vote of the Proctors, the organization always works towards the good of the Proctors and the good of the circle. Nothing jepordizes that for very long, as other Proctors will contact additional proctors and call for a vote of confidence on the offending member.

Guardsmen (Three Stars): These are the police/ militia of the proctors.  They are excellent warriors, augmented by an enhanced defenses/ resistance granted by their Guardsmen status (and when they are wearing the three stars on a blue field). Guardsman have a ranking system that applies only among themselves. Their rank is determined by one to five yellow stripes on their arms/ cuffs (These are self awarded, but social pressure inside the Guardsmen in the form of duels and assignments, keep the rankings fairly representitive of their actual power).  

Guardsmen provide the "enforcement" for the Proctor's decisions.  They also hunt down "trouble makers" and those who are not abiding by the general rules of the Circle or the Sphere they are on.  Avatars taken down by Guardsmen do not instantly find themselves in their next avatar. They will find themselves in a Temple of Eternal Life surrounded by Guardsmen, awaiting judgement of a proctor.

This judgement of a proctor can limit which character / type of character the character can take, ban them from exiting the gate on a given sphere, ban them from exiting the gate on a sphere where a given avatar is, limit them in contests, or remove them from guilds.

It should be noted that most Guardsmen are Sleepers being directed by Guardsmen.  

Agents (One Star): These are Avatars who are temporarily empowered by a Proctor for a mission. They are temporily members of the proctor's guild. They can wear their star (and the blue shield they are on) for a limited time, with the entitled glow, for that time. (The duration of the time is based on the mission, but it is always finite.)  These missions can be to assist Guardsmen, investigate things, be a messanger conveying things and messages, or anything the Proctor Needs.

Updated slightly 11/18

I like it, thus far. Let's see what develops, eh?

The Eternal Church is the "religion" of the Ring of Worlds. The Eternal one is obscure, obtuse, and largely unknowable. The worship of The Eternal is generally left to the Priests and Mundanes, as Avatars are the hands of the Eternal One.

The Church's power comes from its control over the Eternal Force: the force of Life.  They have the monopoly over healing and lifeform related magics. No other field of magic can so manipulate a living creature (especially an Avatar). Medical science outside the Church is currently limited to first aid.

The Church's power is expressed by its issuing Life Coins or Coyns.  LifeCoins are the only currency that counts on the ring, though Nobles and some guilds are trying to generate their own coins. Anyone praying at a temple for many hours receives a small number of Life Coins from the attendent priest. (Much fewer coyns than you would get working at even a minimal job for that same time).  The original purpose was to be traded for Church Services. If given to a Priest or Healer, they will provide healing or any of the church's many services.  People then began to trade Coyns for goods and services. Now Coyns are the defacto currance of the worlds.

Coyns are small packets of manna that those of the church convert into effects. Coyns have volume, but very, very little weight. They are made to look like coins. This "bundle of energy" status does make coyns somewhat unstable in large number or when hit (or using) with chaos magic. The results can be quite ... spectacular.

The Church does a bit of banking too. They have accounts for various personas. The Church, for a small fee, can cache Coyns for a given Avatar. That way when the Avatar changes to a new persona (character), they can still access the accumulated Coyns (if they return to the cache site).  They also create credit letters allowing you to deposit coyns in one temple and withdraw them at a specific temple (usually to set up accounts).

The Church's Emblem is a eight pointed star surrounded by three sides by a crescent moon. It is the same yellowish white as the proctors, on a green field. (The Green glows on a priest or healer). Also when wearing their church symbol, their halo glows a bit brighter).

Healers (One Star): Avatars who wish to heal are "gifted" by the church. They are required to wear a patch of green cloth with a single Church symbol. They can absorb coyns and generate healing, or "freeze a body" so it can be fixed later, or if in a chapel, reknit limbs and even revive an recently mangled body (which requires a lot of coyns). Note: There are Healers that are Sleepers.

Lead Healer (Two Stars): These healers that organize the other Healer. These are Avatars function as a guild master for all the healers on a given sphere or who operate under a given guild. Other than being able to send to a proctor and not be ignored, they are exactly like a regular healer.

Priests (Four Stars): These are the priests of The Eternal Church. In most places, they wear green robes and have a funny greenish yellow skin tone. In others, they will "fit in" to the sphere... though green and the symbol will be the same.

Each Chapel will have at least one priest (and upto four). Each Temple will have five to fifty depending on the location. They function just like regular healers. Unlike regular healers they can draw upon coins "banked" at the temple/ chapel by the character/ avatar. They have one other power. People can ask a character a question. The priest will stop, pray for a moment, and give you a cryptic answer related to your question.  Most priests seem to be "sleepers", but they have moments where they seem quite alive.

Priests have a huge bank of Coyns. So if you attack them, they immediately heal themselves. Attacking a Priest makes one "marked". Marking means that you have no access to some priestly healing ability or that your banked Coyns are no longer available to you.  The Dialog goes something like "Oooof. You should not do that. It shall cost you your 1130 coyns.  OW! You shall never have a limb rejoined.  No Healer or Priest will be able to use said ability for the character ever again.  If one attacks a healer while they are carrying no weapons and taking no actions against anyone (except healing) will also result in the character being marked (though the damage is halved).

High Priests (Six Stars): Supposedly there are eight high priests on the circle of spheres. They have never been seen, nor has anyone found the High Temple (though rumors abound). The Nobles Guild has a huge Coyn reward for the person finding said temple.

Powers of the Eternal Church

1) Healing: The Healer absorbs a coyn, touches the target, and concentrates for a bit. After a bit of glow, the target is healed a certain amount. In games with high damage points (like D20), 1 coyn per point healed. In games with low damage points (Gurps, Hero), 3 to 5 coyns per point.  Fatigue can be removed for 1 coyn.

2) Freeze Form: The target is usually unconscious, but if conscious must consent. The target goes limb, but stops bleeding (or decaying), loosing points to disease/ poison/ et al. Limbs removed can be frozen seperately than the main body.

3) Mark Avatar: Anyone who harms a priest or healer in healing mode is marked. The amount or type of damage/ attack determines the nature of the Mark.

4) Rejoin Limb, repair organ: Within 10 minutes of injury, the limb or organ can be replaced and reattached avoiding the penalties for lack of limb/ organ. This allows you to prevent blindness, deafness, restoring of ripped out hearts, cut off arms or limbs.  While a head can be reattached this way, the character must resurrected seperately. The Cost is 10 to 50 coyns.

5) Cure Illness/ Curse/ Poison: The effects of the illness, curse, poison, are neturalized for 10 to 50 coyns (depending on the nature and acuity). The damage can be magically healed for additional coyns.

6) Change Appearance: The avatar can be given a new face, skin tone, eye colors, hair color, or hairstyle for the nominal charge of 10 Coyns.  Changes in build or genders (which are important if you get bonuses/ penalties for builds/ gender) are 25 coyns. Changes in humanoid species can be achieved for 50 to 200 coyns (depending on bonuses/ penalties if any).

7) Imprint Matrix: When Banking Coyns, the character's halo is "harmonized" with it. This takes that one step farther. For the cost of Healing all your damage, plus the cost of half the standard equipment (things which normally can be bought), plus 25 coyns, your matrix can then be saved at a temple.

If the avatar dies (or wills themself dead), they can transfer themselves to this imprinted matrix, creating a new body with all its stuff. The avatar's skills are maintained at the level they were when imprinted, not reflecting any increases after that.

A character can only have three saved matrixes at a time. If a forth matrix is saved, the halo must determine which one of the others must be lost.

8) Restore Youth: Persona can have years removed from its age at a cost of 150 Coyns per year. The biological/ chronological age is the only one that adjusts abilties. So one can alter their appearance to look quiet old, but actually be a young adult.

9) Change Species: The Avatar can become any animal that if found in the sphere and region of the temple the change is occuring.  The character can no longer carry equipment and in most cases cast spells. (These items can be stored for a small fee or your friends can take them).  The Cost varies depending on the effectiveness of the species taken.  The cost could be 200 to be a mouse, 500 to be a hawk or wolf, 750 to be a bear, 1000 to be a whyrn, and 10,000 to be a dragon.  Note if you

10) Resurrection: 10,000 Coyns will reactivate the avatar of a given Halo. This must occur before the next sundown or sunup (unless the target is frozen). Sleepers can be resurrected, but mundanes can not.

11) Create Life: Three to twelve priests, performing a ritual together, at a temple, can create lifeforms, be they animal, creature, mundane, or sleeper. (Some say this is how the life on each world is created.) There is no cost for this, but it can only be done "at the will of the Eternal Force or the Eternal Powers that Be.". If an avatar tries to access a certain persona that for some reason does not or no longer exists, sometimes the priests utilize this ritual and the avatar appears in that newly manifested persona at them temple (This is often done for massive events). Though a temple is required to create life, there are rumors of chapels dedicated to this function being sufficent. These chapels would be hidden in the outlands of each sphere.

Completed 11/14, updated 11/18

Each Sphere is a "world" with its own look, feel, and rules.  Each Sphere will have a GatePoint and The Eternal Church (though the look of the church might vary).


Generally The GatePoint is upon a raised platform. On the center of the platform, is a red circular halo suitable upto five people to enter, defining the gate zone. The Gate Point is often framed by an arch or container of some kind, that fits the look of the world.  This could be a set of standing stones, a transporter cone, a cathedral of trees, two intertwining Venician statues, or what ever best reflects the Sphere. There is often a public square or temple build around the GatePoint. In one place, the gatepoint is always on a train that is just about to pull into the Great Central Station.

There is supposed to be free travel to and from a GatePoint. In some cases there is a "toll" to enter the city around the gatepoint. Sometimes you can get a proctor to escort you directly to the gate to avoid the toll.

Once an Avatar is on the GatePoint, they can will themselves to the next world in the ring. Travel is then DeSol or Widdershines (Counter Clockwise or Clockwise) along the Ring. New Worlds appear along the ring as they are added to it. If the Proctor's have blocked access to a sphere, that character "skips" over it.

There are Five Worlds with two GatePoints, one Red and the Other Blue. The Blue GatePoints transfers one to Cynosure, the Central Proctor's Sphere (Which is one giant city with different areas having different rules of reality-to be detailed later). Cynosure has five green GatePoints, back to these five worlds. Thus you can sometimes "cut across" the sphere by travelling to Cynosure, saving time in jumps.  The Proctors charge 10 Coyns to utilize the Cynosure gate (unless you are a Proctor, Militia, or Agent, then it is free).

There are rumors that The Proctors can create temporary gates elsewhere in the world, allowing them to import monsters to a sphere. But this is only a rumor. But if only one gate point is allowed to be active on a world at a time, it would explain the odd periods of time when certain spheres/ gates are not available.

Each Sphere has its own look and feel to it. All follow the same basic rules.  A few spheres, called Moon Spheres or Crescent Spheres (because their red gate points have crescent cut outs), have their own special rules. Normally these spheres have abilities, powers, or magics that only work on that sphere, but sometimes crescent spheres restrict the usable of normal abilities, powers, or magics. Some crescent spheres have cosmetic requriements (i.e. you have to have equipment (and sometimes a species) that fits the world. This is not an exaustive list, but this will give you an idea about the kind of worlds that exist on the Ring.

*)Shallanar: A standard fantasy world.
*)Porthian: A standard fantasy world with the addition of bonded animals.  Bonded animals, being sleepers, can not travel the gatepoints.
*)Pellicuidar: An inner earth sphere, but a standard fantasy world in a place with constant sun.
*) Mannath: A world of tall towers and home of the StarGuild (Magic Guild).
*) Twilight: A standard fantasy world shrounded in perpetual twilight and littered with ancient cities and tombs.
*) Freoth: A world of ice and cold.
*) Imperium: A Roman World.
*) Solaris: A world with an Egyptian theme. A crescent world, limited to local magics rather than standard magics.
*) Gothum: Crescent world: Enter the world of the Pulp 20s and 30s. A Humans only world, where a temple/ chapel is in a train pulling into the central train station.
*) Regency: A world where the Regency period is played out. Muskets function here. Crescent for "look".
*) Oceanus: A world covered with mostly oceans. the action occurs with aquatic people below the waves.  The Gate enters into an Eternal Life Temple where the Priests can convert you to an aquatic species. The most notable features are the downward staircase that leads into the ocean.
*)Scaramous: This is the world of floating islands and skyships. Falchon, an angelic appearing race, is found here.


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