Horizon Realm Creator
Design mechanically valid Horizon Realms for M20.
What is a Horizon Realm?
A pocket dimension in the Umbra, created by mages (requires Spirit 5) or occurring naturally. Unlike small Demesnes, Horizon Realms are substantial territories with their own physical laws, inhabitants, and histories. Many Chantries use them as primary bases.
Rank, Build Points, and Maintenance
| Rank | Description | Build Pts | Base Maint (Q/mo) |
|---|---|---|---|
| 1 | Trivial | 11 | 1 |
| 2 | Minor | 22 | 2 |
| 3 | Very Weak | 33 | 3 |
| 4 | Weak | 44 | 4 |
| 5 | Average | 55 | 5 |
| 6 | Strong | 70 | 10 |
| 7 | Very Strong | 85 | 15 |
| 8 | Significant | 100 | 20 |
| 9 | Powerful | 115 | 25 |
| 10 | Extremely Powerful | 150 | 50 |
Build Points: Spend on traits. Unspent points convert to +1 Quint/month maintenance each.
Horizon Realm Background: Costs double normal. Rating 1-5 = access only. Rating 6-10 = ownership (access + 5).
Primary Earthly Connection
Every Realm has a Primary Earthly Connection—the first place it connected to Earth. Influences default Environment and nature. Need not be an active portal.
Structure Traits
Size (5 pts/dot)
| Dots | Description |
|---|---|
| 1 | Single room |
| 2 | Small building and yard |
| 3 | Large building and grounds |
| 4 | City-sized |
| 5 | Country-sized |
| 6 | Entire world |
Environment (3 pts/dot)
| Dots | Description |
|---|---|
| 1 | Same as Primary Earthly Connection |
| 2 | Mundane, mostly similar to connection |
| 3 | Any mundane Earthly environment |
| 4 | Fully mundane but unearthly (gold cliffs, metal seas) |
| 5 | Magical with subtle effects |
| 6 | Anything possible (non-Euclidean, solid Time, fire rain) |
Access Points (2 pts each)
Direct connections bypassing Avatar Storm and Pericarp. One free unless Inaccessible Flaw.
Portal Types: Permanent, Shifting, Keyed, One-Way, Guarded
Inhabitant Traits
| Trait | Cost | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|
| Plants | 2/dot | None | Few | Diverse local | Diverse global | Rare magical | Significantly magical |
| Animals | 2/dot | None | Few | Diverse local | Diverse global | Rare magical | Significantly magical |
| People | 5/dot | None | Few servants | Some unconnected | Self-sustaining | Mixed supernatural | Fully mixed society |
| Ephemera | 4/dot | Incidental | Few minor | Modest power | Few powerful unique | Most unique | Varied and diverse |
People 2+: Create named NPC profiles. Ephemera 3+: Create named spirit profiles.
See references/inhabitant-templates.md for profile formats.
Magick Traits
Resonance (2 pts/dot)
Like Node Resonance—aligned magic gets bonuses, opposed gets penalties.
Query via mage-rules-reference:
python lookup.py references/resonance-traits.json "Forces"
Focus (4 pts/dot)
Makes Practices coincidental or always Vulgar. Each dot either:
- Makes one Practice level (from 1) coincidental, OR
- Makes one Practice level (from 5) always Vulgar
With Prism of Focus: Use Reality Zone rules with Practice modifiers.
Spheres (6 pts/dot)
Adds or subtracts 1 from Sphere ratings in Realm. Each dot = +1 or -1 to one Sphere.
Note: Allows use above Arete but doesn't grant extra dice.
Special Phenomena (2 pts/rank, max = Realm Rank)
Universal Sphere-like effects, rated by total Sphere dots involved.
Security Traits
Guardians (3 pts/dot)
Dedicated guardian beings. Each dot = 10 Freebie Points for building guardians (Gods and Monsters pg. 121-220).
Arcane (2 pts/dot)
Like the Background—makes Realm forgettable, destroys records.
Additional Traits
| Trait | Cost | Effect |
|---|---|---|
| Gauntlet Modifier | 2 pts/±1 | Raise (Merit) or lower (Flaw) from default 5 |
| Quintessence Wellspring | 10 pts/Q/mo | Generates Quint (max = Rank) |
| Dimensional Locks | 4 pts each | Specific Sphere effects don't work |
| Seasonal Cycle | 2 pts/season | Realm has distinct seasons affecting magic |
Merits and Flaws
See references/merits-flaws.md for complete list.
Common Merits: Quintessence Efficient [7], Genius Locus [5], Spiritual Abode [2], Deep Umbral [4], Astral [3], Mobile [5], Morphic [6], Self-Repairing [6], Bountiful [1-5], Training Ground [5]
Common Flaws: Inaccessible [-4], Bleeding Out [-7], Dying [-8], Corrupted [-4], Parasitic [-5], Haunted [-2 to -5], Technocratic Interest [-3]
Key Rules:
- Quintessence Efficient can stack (each halves current maintenance)
- Bleeding Out doubles base maintenance (apply before Quintessence Efficient)
- Genius Locus: Attributes cost 3 pts, Abilities cost 1 pt, starts at 0
Creation Workflow
Phase 1: Concept
- Rank: Power level (determines build points and maintenance)
- Creator(s): Who made it? (requires Spirit 5)
- Purpose: Chantry base, sanctuary, research, prison, embassy
- Primary Earthly Connection: Where it first connected
- Paradigm: What magical philosophy it embodies
Phase 2: Budget
Calculate build points from Rank. Plan allocation across Structure, Inhabitants, Magick, Security.
Phase 3: Structure
Purchase Size, Environment, Access Points. Match to concept and purpose.
Phase 4: Inhabitants
Purchase Plants, Animals, People, Ephemera. Create profiles for important inhabitants.
Phase 5: Magick
Purchase Resonance, Focus, Spheres, Special Phenomena. Match to paradigm.
Phase 6: Security
Purchase Guardians, Arcane. Design guardian beings using 10 FP/dot.
Phase 7: Merits and Flaws
Select from references/merits-flaws.md. Balance story potential.
Phase 8: Calculate Costs
Total Build Points Used = Sum of all trait costs + Merit costs - Flaw refunds
Remaining = Rank total - Used
Converted to Quint/Month = Remaining points (1:1)
Final Maintenance = Base + Converted + Merit/Flaw modifiers
Phase 9: Create Sub-Components
Invoke other skills for Realm components:
- sanctum-creator: Sanctums within the Realm
- library-creator: Libraries within the Realm
- node-creator: Nodes connected to or within the Realm
- Guardian spirits using Gods and Monsters rules
Phase 10: Write History
Creation circumstances, major events, Avatar Storm impact, current status.
Validation Checklist
- Rank matches build points (11/22/33/44/55/70/85/100/115/150)
- Total costs ≤ available build points
- Maintenance source identified
- Quintessence Wellspring ≤ Realm Rank
- Special Phenomena ≤ Realm Rank
- Environment supports Plants/Animals ratings
- Size accommodates described features
- Merit/Flaw combinations are legal (see incompatibilities)
- People 2+ has named NPCs
- Ephemera 3+ has named spirits
- Sub-components have detail files (sanctums, libraries, nodes)
- Cross-linking complete between all files
Incompatible Combinations
- Bountiful + barren Environment 1
- Inaccessible + purchased Access Points
- Has Subrealm + Rank ≤ 2
- Subrealm (Flaw) + Rank ≥ 8
Chantry Integration
When creating as part of a chantry:
- Include Horizon Realm Background in chantry budget (costs double)
- Link to chantry document and history
- Note which members live there, created it, maintain it
- Connect Node/Library/Sanctum backgrounds appropriately
Output Format
See references/output-template.md for complete format.
Quick Summary Line:
[Name]: Rank X | Size [desc] | Build: X pts | Maint: X Q/mo | [Key Merit/Flaw]
Advanced Mechanics
See references/advanced-mechanics.md for:
- Quintessence accounting and sources
- Node within Realm mechanics
- Background vs Rank distinction
- Merit/Flaw stacking rules
- Mobile Realm movement
- Genius Locus capabilities