SETTING
In a distant arm of a cold and void universe lies a single spark. THE SPHERE is the living heart of the universe, the home of mortals, and the stage upon which the drama of creation plays out. Turning with planets, stars, nebulae, and other astral bodies held in thrall, this great Cosmic Machine spins on in perpetual motion, powered by the dreams of dark and distant beings too terrible to name. The Sphere is home to stories great and small where heroes, villains, and ordinary people play out the triumphs and tragedies of their flickering existence. It is a place where legends are forged from chaos and histories are written and rewritten. The story of Man is a long, epic tale of action and consequence, love and hate, good and evil. Beyond the pale of the mortal realm, horrible cosmic beings watch from a distance with unknowable, alien minds bent on quenching the spark of mortal life and returning the universe to a lifeless state of eternal darkness.
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At its heart, Sphere is a game of story-telling. All the mechanics, all the dice, all the record-keeping serves to underscore one driving goal: to tell a collaborative story. To that end, it's important that all involved not only agree on the rules of the game but upon where and when the story takes place. This section serves to offer a fantastic place and time where the stories of your heroes and the monsters they face can unfold.
Before diving into the details of this setting, take a moment here to acquaint yourself with some of the important players and ideas that color much of the setting. These are the threads with which this rich tapestry is woven and familiarizing yourself with them will give you a greater understanding of the rest of this game's setting. |
In the setting of Sphere, Man is not a body, but a soul. The words "Man" and "Mankind" are therefore used throughout this game to refer to all sentient mortals, both male and female interchangeably. The gods named the souls they created Man (capital M) and placed them on the worlds of The Sphere to take different physical shapes according to the unique nature of each world. In this universe Man is a gender-neutral term for all mortals and does not refer to any specific gender or race. |
The Celestials
The oldest texts claim that the Sphere was made by crafts and power stolen from THE ELDER GODS, cosmic horrors of incomprehensible thought and fathomless being. Accounts of the incident vary, but all agree that the planets, stars, and cosmic bodies that watch over Mankind in the skies above are in actuality, refugee gods fleeing the wrath of the Ancient Ones whose power they appropriated to forge a haven for themselves and their creations. Many of the monstrous horrors which stalk Mankind from the shadows are children of the Elder Gods, brought into Creation to bring ruin and destruction for the sins of the wayward gods.
The majority of the gods’ work and attention is spent protecting The Sphere from the dark powers that lurk just beyond the edge of creation. These CELESTIALS also guide the fate of Men and preside over the various domains of Creation such as love, war, and knowledge. The nature of each god-planet is expressed in their flora, fauna, and geography. Even mortal races native to these worlds appear as they do due to the character of the god on which they dwell. There are many planets, hundreds of moons and lesser worlds, thousands of stars and countless other celestial bodies of varying shapes, sizes, and purposes throughout the Sphere. All of these worlds turn in their designated order within the Cosmic Machine, never straying from the course of their orbit or role within the cosmos. |
The planets, stars, and heavenly bodies of The Sphere are, in reality, refugee gods who stole the power of Creation and fled the wrath of the Elder Gods.
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A Cosmic Machine
The term “Cosmic Machine” is sometimes used to refer to The Sphere, evoking the notion of an eternal clockwork that turns the heavenly bodies in ordered time and space. Looking into the night sky, however, one will not see gears and springs, for the machinations of the great Cosmic Machine are beyond the grasp of mortal view or understanding. Instead, The Sphere turns in accordance with the laws set forth at its creation and the rigid foundations upon which each world was set. These axioms not only turn the heavens, but undergird all Creation, binding those within The Sphere to the principles of gravity, motion, thermodynamics, and other physical laws.
Crossing the Void
The worlds and celestial bodies of the Sphere are separated by vast distances of space called The Void. No ordinary vessel may reach, let alone cross this intractable sea of darkness beyond the edge of every sky where the world gives way to inky blackness. If a mortal were ever able to soar high enough, he would find the clouds wracked by strange storms and all the colors slowly faded to black and white. Breathable air becomes scarce the higher one flies, eventually turning into the vacuum of space where no life (at least as mortals understand it) can survive.
In this modern age, travel between worlds is achieved by means of the Infinity Engine, technology from a lost age powering ships of light and magic that bear mortals across the darkness and on to new horizons. Mysterious gateways called Warpweir also connect the worlds, allowing for instant transit across time and space. Created in secret by evil beings, the Warpweir nearly doomed The Sphere and the entirety of existence at the end of the Second Epoch. The Warpweir that linger in this age are either hidden beneath the rubble of the last Apocalypse or are busily traveled highways of interplanetary commerce and exchange.
In this modern age, travel between worlds is achieved by means of the Infinity Engine, technology from a lost age powering ships of light and magic that bear mortals across the darkness and on to new horizons. Mysterious gateways called Warpweir also connect the worlds, allowing for instant transit across time and space. Created in secret by evil beings, the Warpweir nearly doomed The Sphere and the entirety of existence at the end of the Second Epoch. The Warpweir that linger in this age are either hidden beneath the rubble of the last Apocalypse or are busily traveled highways of interplanetary commerce and exchange.
The Sphere is made up of many unique worlds separated by a dark gulf of space called The Void. Mortals travel between worlds aboard ships or light and magic or through ancient portals called Warpweir.
Archerus: The Unworld
There exist two layers of the Sphere; the Material world where mortals dwell and a shadow realm haunted by evil entities, elemental spirits, and restless ghosts. This place is known to occultists and seers by many names; Archerus, Limbo, Spiritus Mundi…whatever its name, the Unworld is a place of concept, metaphor, and hyperbole. Though parallel to the Material realm, it is a pale reflection, a realm of pure spirit in which no corporeal body may walk. All within this realm are invisible to those in the Material plane, obscured by the Veil, a barrier of sorts that separates the two realms. In order to cross the Veil, those on the side of spirit must take on flesh while those on the material plane must shed their flesh to be spirit.
According to the seers and madmen who claim to have seen beyond the Veil, Archerus is a mirror of reality cast in shadow, veiled in surrealism, and stepped in metaphor. All created things within the material world cast pale reflections of themselves into Archerus; objects, cities, landscapes…they all exist in some dark form within the phantom realm. Everything that exists within the material world echoes profoundly across the Veil, mirrored in metaphor within the fluid shadows of the spirit world. New cities become dark necropoli, dammed rivers turn to vast, pale deserts, and even crafted goods cast a pale reflection across the Veil, creating hyperbolic counterparts in the next world.
Though the two realms are conjoined, the mists of the Veil make it difficult, if not impossible for one side to see or affect the other. Yet as daylight wanes and the light of a certain moon named Setharkis shines down, the Veil becomes thin and frayed at the edges. The fuller this moon, the weaker the barrier between worlds becomes and those with the desire to contact, influence, or even cross over to the other side are able to do so. Ghosts wander freely among the living. Séances call across the weakened Veil to speak with loved ones. And those caught wandering when the moon is high may find themselves walking across s haunted vistas where the lines between the spirit and material blur.
According to the seers and madmen who claim to have seen beyond the Veil, Archerus is a mirror of reality cast in shadow, veiled in surrealism, and stepped in metaphor. All created things within the material world cast pale reflections of themselves into Archerus; objects, cities, landscapes…they all exist in some dark form within the phantom realm. Everything that exists within the material world echoes profoundly across the Veil, mirrored in metaphor within the fluid shadows of the spirit world. New cities become dark necropoli, dammed rivers turn to vast, pale deserts, and even crafted goods cast a pale reflection across the Veil, creating hyperbolic counterparts in the next world.
Though the two realms are conjoined, the mists of the Veil make it difficult, if not impossible for one side to see or affect the other. Yet as daylight wanes and the light of a certain moon named Setharkis shines down, the Veil becomes thin and frayed at the edges. The fuller this moon, the weaker the barrier between worlds becomes and those with the desire to contact, influence, or even cross over to the other side are able to do so. Ghosts wander freely among the living. Séances call across the weakened Veil to speak with loved ones. And those caught wandering when the moon is high may find themselves walking across s haunted vistas where the lines between the spirit and material blur.
The Mystery is a supernatural power which gods and mortals alike can use to bend the laws of reality by casting magical spells and rituals.
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The MysteryGods and mortals alike may bend or temporarily suspend the laws of Creation through use of THE MYSTERY. The Mystery is a power feared and esteemed for its influence over reality and its ability to bring order or chaos with but a word. As its name implies, little is known about this arcane force; even those who devote their lives to its study know little of its origins or ultimate purpose.
The Mystery takes many forms, from the subtle manipulation of minds and chance to the calling of fire from the heavens. It is equal parts fearful superstition, divine intervention, and furtive study in secret halls of eldritch knowledge. Though gods and spirits have a greater understanding of its intricacies, all beings that bend reality to suit their agendas do so through use of The Mystery. There are three Great Mysteries which inform and inspire countless Lesser Mysteries. Runes are the language of the Elder Gods, stolen from their tongues and written or spoken aloud to reshape Creation. Artifacts are enchanted objects with a mind, will, and agenda of their own. And Sorcery (also called Thaumaturgy) is a power wielded by those who see The Beyond in dreams and visions, those who are taught to harness their natural proclivity for magic by phantasmal spirits called Familiars. |
The Cost of Power
All who wield The Mystery must do so with caution. There are many among the mortal races who hate and fear that which they do not understand. Mystics are shunned and persecuted by bigots, hunted by Daemons, and never fully trusted, even by those who seek their aid and counsel.
Part of the reason for the air of fear surrounding Mystics has to do with the danger their craft presents. Not only can Mysteries be dangerous and unpredictable, but their use tends to draw the attention of Daemons who descend upon the mystic and any nearby with intent to corrupt and destroy. The more powerful the Mystery, the further off demons can sense it, much like a scent or a loud noise. What demons want with mystics varies from demon to demon. Furies want to devour them, particularly their brains for the knowledge therein. Sithia want to corrupt and ensnare mystics into cycles of obsession and self-destruction, ultimately using them to unleash chaos upon the world. Eloi want to possess their bodies, offering power in exchange for a place in the mystic’s very soul.
Many look upon The Mystery with great reverence and awe, but just as many fear the cost of unleashing its power. Use of The Mystery is outlawed in many parts of the Sphere. In fact, there are few places where Mysteries can be practiced openly without some degree of social stigma. As such, mystics are equal parts outcastes living on the fringes of society, and illustrious icons sought for their knowledge by king and commoner alike.
All who wield The Mystery must do so with caution. There are many among the mortal races who hate and fear that which they do not understand. Mystics are shunned and persecuted by bigots, hunted by Daemons, and never fully trusted, even by those who seek their aid and counsel.
Part of the reason for the air of fear surrounding Mystics has to do with the danger their craft presents. Not only can Mysteries be dangerous and unpredictable, but their use tends to draw the attention of Daemons who descend upon the mystic and any nearby with intent to corrupt and destroy. The more powerful the Mystery, the further off demons can sense it, much like a scent or a loud noise. What demons want with mystics varies from demon to demon. Furies want to devour them, particularly their brains for the knowledge therein. Sithia want to corrupt and ensnare mystics into cycles of obsession and self-destruction, ultimately using them to unleash chaos upon the world. Eloi want to possess their bodies, offering power in exchange for a place in the mystic’s very soul.
Many look upon The Mystery with great reverence and awe, but just as many fear the cost of unleashing its power. Use of The Mystery is outlawed in many parts of the Sphere. In fact, there are few places where Mysteries can be practiced openly without some degree of social stigma. As such, mystics are equal parts outcastes living on the fringes of society, and illustrious icons sought for their knowledge by king and commoner alike.
Mana
It is believed that The Mystery draws directly from a deep wellspring of energy that flows throughout the universe, using the very lifeblood of all existence as fuel to work its wonders. This ubiquitous, impersonal, omnipresent force binds and connects all reality in a great web of unseen energy called MANA.
Mana is the lifeblood of the universe. Without it, all reality would wither away into nothingness. The Soul is a complex array of Mana. At birth, a creature’s life energy springs from Mana and after death, these energies return to Mana to be reborn anew. The grass, the sky, the seas, and all the creatures and wild spirits therein are connected to this mysterious force of life, death and rebirth. Mana is what sustains The Sphere - without it everything in Creation would unravel.
Mana is the lifeblood of the universe. Without it, all reality would wither away into nothingness. The Soul is a complex array of Mana. At birth, a creature’s life energy springs from Mana and after death, these energies return to Mana to be reborn anew. The grass, the sky, the seas, and all the creatures and wild spirits therein are connected to this mysterious force of life, death and rebirth. Mana is what sustains The Sphere - without it everything in Creation would unravel.
The Hand of Fate
Gods, spirits, and mortals alike are caught up in Mana’s flow, their destinies entwined in the unseen eddies of its power. The course of Mana’s flow turns the gears of the Cosmic Machine and those sensitive to its signs may gain an inkling of what is to come as Mana’s prognostications are written in the alignment of stars, the casting of bones, the patterns of tea leaves, and countless other methods for divining the future. How individual choice and the credence of fate interact is a subject for philosophers to debate, yet one thing is certain: as a fate is written, a Man is equally and adequately equipped. Though every living creature has a bond with Mana, this link normally goes unfelt, unheard, unseen. Some however, are born with an innate connection to Mana, feeling it as naturally as another limb or sense. This connection allows them an instinctive use of The Mystery which manifests as an extension of their desires, abilities, and personality; a gifted swordsman becomes a master, moving with supernatural athleticism and sensing his opponent’s moves before they occur. A scholar finds he simply knows things he never learned or studied. A budding Mystic taps into a level of power and understanding of The Mystery her elders have attained only through a lifetime of practice. Such individuals are born seemingly at random and this connection to Mana is the sign of a great destiny. The power such individuals wield leads them inevitably down the path of an epic hero or infamous villain. Unless otherwise noted, all player characters are such people; individuals born with a strong connection to Mana, and thus a great destiny ahead of them. |
Mana is the omnipresent force that undergirds Creation, guiding the hand of fate and empowering certain Mortals to live out heroic destinies. It is the product of the Elder Gods' dreaming and the source of all life and magic.
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Ley Lines
The course of Mana within Creation is ordered by the laws and strictures of the Cosmic Machine to guide its ebb and flow. The life-force runs, pools, and eddies through the land in predictable currents called LEY LINES. These patterns run throughout Creation, connecting places to one another. A Nexus of converging Ley Lines can be a strange, fascinating, and dangerous place where the laws that normally govern reality become much more pliable. Here, The Mystery is easily expressed and spells normally beyond one’s reach can be attained. Such locations are of great interest to spirits, demons, and any who covet the power of such a place.
Just as rivers of Mana stream through the land, so too does Mana course through the body in similar currents. Mana’s flow is centered at the heart, from whence it flows along veins of energy that feed through every major organ, muscle, gland, and artery. These lines overlap in several places and if an internal Nexus is somehow blocked, the result can be either catastrophic or cathartic depending on how and when the blockage occurs. This practice is used in mystic forms of healing and martial arts where illness is both treated and caused by blocking or opening key Nexuses within the body.
Ultimately, Mana is the product of the Elder Gods’ dreaming, much as light and heat are the products of flame. If ever the sleep of the Old Ones was to be extinguished, reality would pull apart without Mana to sustain and bind it together. Indeed, the tremors of the Elder Gods’ stirrings reverberate throughout reality as Mana bends like waves on a still pond. The horrors birthed by the Elder Gods ruin and scheme within Creation, purposing to cause calamity enough to rouse the Ancient Ones from their torpor.
The course of Mana within Creation is ordered by the laws and strictures of the Cosmic Machine to guide its ebb and flow. The life-force runs, pools, and eddies through the land in predictable currents called LEY LINES. These patterns run throughout Creation, connecting places to one another. A Nexus of converging Ley Lines can be a strange, fascinating, and dangerous place where the laws that normally govern reality become much more pliable. Here, The Mystery is easily expressed and spells normally beyond one’s reach can be attained. Such locations are of great interest to spirits, demons, and any who covet the power of such a place.
Just as rivers of Mana stream through the land, so too does Mana course through the body in similar currents. Mana’s flow is centered at the heart, from whence it flows along veins of energy that feed through every major organ, muscle, gland, and artery. These lines overlap in several places and if an internal Nexus is somehow blocked, the result can be either catastrophic or cathartic depending on how and when the blockage occurs. This practice is used in mystic forms of healing and martial arts where illness is both treated and caused by blocking or opening key Nexuses within the body.
Ultimately, Mana is the product of the Elder Gods’ dreaming, much as light and heat are the products of flame. If ever the sleep of the Old Ones was to be extinguished, reality would pull apart without Mana to sustain and bind it together. Indeed, the tremors of the Elder Gods’ stirrings reverberate throughout reality as Mana bends like waves on a still pond. The horrors birthed by the Elder Gods ruin and scheme within Creation, purposing to cause calamity enough to rouse the Ancient Ones from their torpor.