Post by Charles Warren on Nov 18, 2010 19:30:16 GMT -5
Chancels
What is a Chancel
A Chancel is a stronghold, created by an Imperator, on Earth. This is done by selecting an area and then removing it from reality at large. It then becomes a pocket reality for the Imperator and their Nobles. The ritual for doing this is fairly complicated since it wouldn't be good for humans to be aware that pieces of the Earth were disappearing from time to time. As a result, creating a Chancel involve not only folding reality over the Chancel's location so it is no longer around, but affecting the minds of all people so that any memories of the place are erased.
Creation of a Chancel removes that location thoroughly - as far as humanity is concerned, it never existed. In the past, Imperators could be a little less thorough with the minds of people - memories of Eden, Atlantis, and Troy, all of which are now Chancels, remain in the minds of people. Today, however, with GPS and modern news, Imperators have to make sure they cover their tracks.
Needless to say, this represents a fairly hefty expenditure on the part of the Imperator. In fact, many Imperators never bother to create Chancels - they simply live out their eternal lives entirely in the Spirit realm among Yggsdrasil's branches. Some, however, decide that, for whatever reason, they wish to invest part of themselves in the world. The Chancel may be a refuge, a base of operations, a laboratory, a sanctuary for things they find important, or something else entirely. Whatever it is, it is of the utmost importance to the Imperator's plans. One of the jobs of the characters is to run, maintain, and protect the Chancel while their Imperator is away (which is most of the time.)
What is in a Chancel
Anything.
Any location you have every heard described in fact or fantasy could be a Chancel. Any type of thing or being could be the inhabitants of the Chancel. Laws of physics may or may not work. The Chancel itself could be a living being (such as Gnomes Deep which swims deep within the crust of the Earth). It could be something else entirely. There are no limits to a Chancel. The only thing to remember is that the boundary or the Chancel marks the end of the Chancel's power. A miraculous item from within the Chancel may be nothing but a simple stone when removed from it. (Then again, it might not...)
Chancel Creation
Technically, the Chancel is created by the characters' Imperator and the characters see it for the first time when they are enNobled. In terms of game mechanics, the players create the Chancel. Hence, it should in some ways reflect the natures of the characters. (After all, the same Imperator that created the Chancel turned the characters into Nobles in the first place.)
As stated above, Chancels are places that are limited only by imagination. Locus Casluhim is a place where fires live and wander freely without disturbing the grasses over which they wander and people crown themselves with circles of flames. Gnomes Deep swims beneath the Earth excreting gems that the gnomes plant while the Chancel rests so that when the Angels look down from Heaven they will see the beauty within the earth and be glad. Locus Bus is, in fact, a world located in 7 double decker busses each of which travels over the globe (making access to the Chancel relatively easy for those who know the bus schedule). Locus Hazeal is a whole planet in miniature with foot deep seas and krakens with mile long tentacles and continents for shells (in miniature, of course). Also note that some Imperators chancels would seem almost contradictory to their world views, at least a first glance. The Imperator Askelon is an Imperator of the light, but his Chancel is a place of pure suffering and agony. It is only when one understands that the purpose of this is refinement and strengthening of the spirit that the contradiction disappears.
Chancels are designed by the group. Every point of Domain the characters have is worth one Chancel point. The group can also get Chancel points by accepting disadvantages in their Chancel as well. Generally it is assumed that players with more Domain points should have somewhat more influence in the Chancel design than players with fewer since they are contributing more, but this is just an out-of-game mechanic and not a rule. (After all, the characters themselves didn't create the Chancel.)
There are several things that players should think about when considering the contents of their Chancel. None of the following cost any points, but they are vital in describing what kind of place the Chancel is:
What is the setting of the Chancel? Is it something out of fantasy? Science fiction? The modern world? Or something else entirely?
What are the Chancel's inhabitants like. When Chancels are created, anyone and anything that was within its bounds is drawn in as well. These people become the Chancel's first inhabitants. Sometimes people accidentally (or intentionally) find an entrance and stumble in as well. Sometimes, certain types of beings gravitate to the Chancel on their own. (Such as in Locus Tyriel where forgotten songs are gathered by Dimi, the Power of the Fugue, herself an enNobled song created by J. S. Back.) A Chancel may have more than one type of inhabitant if the players so choose. The inhabitants need not be human - Gnome's Deep is populated by gnomes while Locus Araunah is a land of the fae and elvish kinds. These used to be people, but, when the chancel was formed their natures were changed to what they are now. The process by which later residents undergo this change may be more difficult, or not available at all.
What do the inhabitants do? Is the Chancel simply a home for them, or are they working towards some end.
How is the Chancel run? The characters are the undisputed rulers of the Chancel (unless there is an Erus - more on that later), but how is the Chancel administered? Are there legions of secret police keeping tabs on everyone? Is it a feudal system where trusted servants are given authority over others? Do the characters interact with all the citizens, or just an inner circle (how available are they to the requests of their citizens)?
Do the individual character have their own parts of the Chancel and how are they set up? Many Chancels simply have one ruling body and all Nobles have equal rule. However, sometimes a specific aspect or event falls squarely under the jurisdiction of one of the Nobles and it may make sense for them to have their own institution set up to deal with it. (This doesn't mean the Nobles aren't getting along - it is just a division of duties based on the natural abilities of each Noble).
Once this is set up, it is time to go into the details of the Chancel and start spending Chancel points. As with character creation, virtually anything is a possibility if it has been cleared with the HG. Below are some examples of advantages and disadvantages that the book offers. Generally, the number of Chancel points each is worth varies with the degree to which it is taken.
Sometimes something could be either an advantage or disadvantage. A brief description of each is provided:
Magical Inhabitants - Maybe the inhabitants can work special "magics", either technological or magical. Maybe some even have miraculous powers akin (at a very low level) to the miracles Nobles can perform. Or maybe the Chancel doesn't even have modern technology.
Mana Mine - The Chancel contains a special source of miraculous energy that, with a little work, the characters can harvest and turn into miracle points. Or maybe the Chancel is failing and requires characters to spend their own miracle points to sustain it.
Defenders Blessing - The Chancel resists hostile miracles in the same way a Noble's Auctoritas defends them.
Resources - Maybe the Chancel can create wondrous items that can then be removed from the Chancel and used. Or maybe nothing made in the Chancel will work when taken outside. (Or maybe things made outside the Chancel will not work when brought into it.)
Avara/Bane - Sometimes the process of creating the Chancel doesn't go quite smoothly and there are "things" in it that oppose the Nobles. These are seldom specific people or creatures (at least, not for long) but they represent a concentrated maleficience that seeks to harass the Noble rulers. These are called Banes. An Avara is some wondrous item that was created as part of the Chancel as a special gift from the group's Imperator.
Borderguard - The Chancel has the ability to actively attack hostile powers that enter it.
Importance - The Chancel may be important to all the Imperators and hence the Nobles will be given more assistance. The Chancel may be important to Lord Entropy (the de facto leader of the Imperators on Earth) and this may convey some privileges. The Chancel may be important to the Excrucians making it a primary target of their assaults.
Spirit Gateways - The Chancel may have connections to other allied Chancels/
Popularity - The populations of the Chancel may love their Noble rulers. Alternatively, they may hate them.
Erus - The Chancel may have a specific administrator who runs the Chancel instead (or with) the Nobles. This is a disadvantage since this reduces the authority the Nobles have within their own home.
Accessibility - The Chancel may have entrances and exits that are convienent to most locations. Alternatively, a Noble may need to travel a ways on Earth before they can get back to the Chancel.
These will be chosen together by the group. As stated before, this is a very partial list - players are encouraged to be creative.
What is a Chancel
A Chancel is a stronghold, created by an Imperator, on Earth. This is done by selecting an area and then removing it from reality at large. It then becomes a pocket reality for the Imperator and their Nobles. The ritual for doing this is fairly complicated since it wouldn't be good for humans to be aware that pieces of the Earth were disappearing from time to time. As a result, creating a Chancel involve not only folding reality over the Chancel's location so it is no longer around, but affecting the minds of all people so that any memories of the place are erased.
Creation of a Chancel removes that location thoroughly - as far as humanity is concerned, it never existed. In the past, Imperators could be a little less thorough with the minds of people - memories of Eden, Atlantis, and Troy, all of which are now Chancels, remain in the minds of people. Today, however, with GPS and modern news, Imperators have to make sure they cover their tracks.
Needless to say, this represents a fairly hefty expenditure on the part of the Imperator. In fact, many Imperators never bother to create Chancels - they simply live out their eternal lives entirely in the Spirit realm among Yggsdrasil's branches. Some, however, decide that, for whatever reason, they wish to invest part of themselves in the world. The Chancel may be a refuge, a base of operations, a laboratory, a sanctuary for things they find important, or something else entirely. Whatever it is, it is of the utmost importance to the Imperator's plans. One of the jobs of the characters is to run, maintain, and protect the Chancel while their Imperator is away (which is most of the time.)
What is in a Chancel
Anything.
Any location you have every heard described in fact or fantasy could be a Chancel. Any type of thing or being could be the inhabitants of the Chancel. Laws of physics may or may not work. The Chancel itself could be a living being (such as Gnomes Deep which swims deep within the crust of the Earth). It could be something else entirely. There are no limits to a Chancel. The only thing to remember is that the boundary or the Chancel marks the end of the Chancel's power. A miraculous item from within the Chancel may be nothing but a simple stone when removed from it. (Then again, it might not...)
Chancel Creation
Technically, the Chancel is created by the characters' Imperator and the characters see it for the first time when they are enNobled. In terms of game mechanics, the players create the Chancel. Hence, it should in some ways reflect the natures of the characters. (After all, the same Imperator that created the Chancel turned the characters into Nobles in the first place.)
As stated above, Chancels are places that are limited only by imagination. Locus Casluhim is a place where fires live and wander freely without disturbing the grasses over which they wander and people crown themselves with circles of flames. Gnomes Deep swims beneath the Earth excreting gems that the gnomes plant while the Chancel rests so that when the Angels look down from Heaven they will see the beauty within the earth and be glad. Locus Bus is, in fact, a world located in 7 double decker busses each of which travels over the globe (making access to the Chancel relatively easy for those who know the bus schedule). Locus Hazeal is a whole planet in miniature with foot deep seas and krakens with mile long tentacles and continents for shells (in miniature, of course). Also note that some Imperators chancels would seem almost contradictory to their world views, at least a first glance. The Imperator Askelon is an Imperator of the light, but his Chancel is a place of pure suffering and agony. It is only when one understands that the purpose of this is refinement and strengthening of the spirit that the contradiction disappears.
Chancels are designed by the group. Every point of Domain the characters have is worth one Chancel point. The group can also get Chancel points by accepting disadvantages in their Chancel as well. Generally it is assumed that players with more Domain points should have somewhat more influence in the Chancel design than players with fewer since they are contributing more, but this is just an out-of-game mechanic and not a rule. (After all, the characters themselves didn't create the Chancel.)
There are several things that players should think about when considering the contents of their Chancel. None of the following cost any points, but they are vital in describing what kind of place the Chancel is:
What is the setting of the Chancel? Is it something out of fantasy? Science fiction? The modern world? Or something else entirely?
What are the Chancel's inhabitants like. When Chancels are created, anyone and anything that was within its bounds is drawn in as well. These people become the Chancel's first inhabitants. Sometimes people accidentally (or intentionally) find an entrance and stumble in as well. Sometimes, certain types of beings gravitate to the Chancel on their own. (Such as in Locus Tyriel where forgotten songs are gathered by Dimi, the Power of the Fugue, herself an enNobled song created by J. S. Back.) A Chancel may have more than one type of inhabitant if the players so choose. The inhabitants need not be human - Gnome's Deep is populated by gnomes while Locus Araunah is a land of the fae and elvish kinds. These used to be people, but, when the chancel was formed their natures were changed to what they are now. The process by which later residents undergo this change may be more difficult, or not available at all.
What do the inhabitants do? Is the Chancel simply a home for them, or are they working towards some end.
How is the Chancel run? The characters are the undisputed rulers of the Chancel (unless there is an Erus - more on that later), but how is the Chancel administered? Are there legions of secret police keeping tabs on everyone? Is it a feudal system where trusted servants are given authority over others? Do the characters interact with all the citizens, or just an inner circle (how available are they to the requests of their citizens)?
Do the individual character have their own parts of the Chancel and how are they set up? Many Chancels simply have one ruling body and all Nobles have equal rule. However, sometimes a specific aspect or event falls squarely under the jurisdiction of one of the Nobles and it may make sense for them to have their own institution set up to deal with it. (This doesn't mean the Nobles aren't getting along - it is just a division of duties based on the natural abilities of each Noble).
Once this is set up, it is time to go into the details of the Chancel and start spending Chancel points. As with character creation, virtually anything is a possibility if it has been cleared with the HG. Below are some examples of advantages and disadvantages that the book offers. Generally, the number of Chancel points each is worth varies with the degree to which it is taken.
Sometimes something could be either an advantage or disadvantage. A brief description of each is provided:
Magical Inhabitants - Maybe the inhabitants can work special "magics", either technological or magical. Maybe some even have miraculous powers akin (at a very low level) to the miracles Nobles can perform. Or maybe the Chancel doesn't even have modern technology.
Mana Mine - The Chancel contains a special source of miraculous energy that, with a little work, the characters can harvest and turn into miracle points. Or maybe the Chancel is failing and requires characters to spend their own miracle points to sustain it.
Defenders Blessing - The Chancel resists hostile miracles in the same way a Noble's Auctoritas defends them.
Resources - Maybe the Chancel can create wondrous items that can then be removed from the Chancel and used. Or maybe nothing made in the Chancel will work when taken outside. (Or maybe things made outside the Chancel will not work when brought into it.)
Avara/Bane - Sometimes the process of creating the Chancel doesn't go quite smoothly and there are "things" in it that oppose the Nobles. These are seldom specific people or creatures (at least, not for long) but they represent a concentrated maleficience that seeks to harass the Noble rulers. These are called Banes. An Avara is some wondrous item that was created as part of the Chancel as a special gift from the group's Imperator.
Borderguard - The Chancel has the ability to actively attack hostile powers that enter it.
Importance - The Chancel may be important to all the Imperators and hence the Nobles will be given more assistance. The Chancel may be important to Lord Entropy (the de facto leader of the Imperators on Earth) and this may convey some privileges. The Chancel may be important to the Excrucians making it a primary target of their assaults.
Spirit Gateways - The Chancel may have connections to other allied Chancels/
Popularity - The populations of the Chancel may love their Noble rulers. Alternatively, they may hate them.
Erus - The Chancel may have a specific administrator who runs the Chancel instead (or with) the Nobles. This is a disadvantage since this reduces the authority the Nobles have within their own home.
Accessibility - The Chancel may have entrances and exits that are convienent to most locations. Alternatively, a Noble may need to travel a ways on Earth before they can get back to the Chancel.
These will be chosen together by the group. As stated before, this is a very partial list - players are encouraged to be creative.