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Welcome To Rhelm Ringwalker

 This is a world where geography determines your power and your very existence is a currency. Ringwalker is a High-Stakes Narrative Simulation RPG designed to bridge the gap between character-driven adventure and grand strategy.  

What Kind Of Game Is This, & What Makes It Different?

Ringwalker is a game of characters and kingdoms.

Your journey might start in a single village and end across the stars. You could begin as a scrappy wanderer, a local blacksmith, or a tavern-keeper with peculiar patrons – only to end up leading armies, founding a nation, or squaring off with godlike beings.

This is a game of asymmetry, adaptability, and ambition. Not every challenge is fair. Some characters start stronger. Magic can reshape reality. Death costs pieces of your existence but rarely ends your story completely. Cleverness, courage, and growth always matter more than raw power.

Whether you're delving into ruins, running a shop, navigating political webs, or reshaping the flow of magic itself, Ringwalker gives you the tools to leave your mark.

One System, Any Scale, Any Play Style

The revolutionary design behind Ringwalker is fractal mechanics—one simple core system that scales seamlessly:

  • A Hero has Skills and Health
  • A Battalion has War Tags and Cohesion
  • A Kingdom has Domain Tracks and Infrastructure Tags

You don't need to learn a new game to rule a nation or run a guild. You simply change the scale.

Built for Your Table

Whether you play:

  • Weekly sessions with your regular group
  • One-shots at conventions or game nights
  • Epic campaigns spanning years
  • Rotating GMs where different players run different arcs
  • Online persistent worlds where the story continues 24/7
  • Play-by-post in forums or Discord
  • Any combination that fits your life and gaming group

The mechanics support all of it. Fast resolution keeps the story moving. Clear rules enable self-adjudication when needed. Depth is there when you want it, invisible when you don't.

One Core Mechanic, Infinite Complexity

Everything runs on the Story Roll: 1d20 + relevant Tags + modifiers

  • 20+ = "Yes, and..." – Success with bonus
  • 15-19 = "Yes" – Clean success
  • 10-14 = "Yes, but..." – Success with cost
  • 5-9 = "No, but..." – Failure with silver lining
  • 1-4 = "No, and..." – Failure with complications

This same roll resolves:

  • A dagger thrust in personal combat
  • A battalion's charge in mass warfare
  • A domain's economic pressure campaign
  • A master craftsperson's attempt to forge a legendary blade

The mechanics stay familiar. Only the scope changes.

Origin Points: Existence as Currency

OP isn't experience or money—it's the measure of your reality:

  • You invest OP in your Tags to grow stronger (using triangular cost progression)
  • When defeated, you lose OP to the victor (from unassigned OP first, then from Tags if necessary)
  • You spend OP to resurrect when you die
  • If your OP reaches zero, you are unmade—not dead, erased

Note: Invested OP is not lost, only occupied. Your skills are a living reservoir of existence.

This creates meaningful stakes. Every fight risks not just your life, but pieces of your existence. Every victory makes you stronger—and makes you a bigger target.

Transformation is Real and Permanent

You can fundamentally change what you are:

  • Undead (inverted life, feeding on poison and decay)
  • Synthetic (consciousness in a crafted body)
  • Ghoul (consuming flesh for power, spreading a contagious curse)
  • Demon (consuming souls, wielding reality-breaking words)
  • Nexus Being (harmonizing opposing forces, transcending limitations)

These aren't cosmetic. They change how you interact with the world, what you need to survive, and how others perceive you. Some doors open. Others close forever.

Crafting Matters

Legendary items aren't found in shops. They're earned through adventure.

The adventure to acquire the materials is the crafting story. You don't buy T3 Celestium at a market—you journey to the Cosmic Wastes, negotiate with the Star-Touched Nomads, and survive reality storms to claim sky-stone.

Once you have materials, one crafting roll determines the outcome—from masterwork to catastrophic failure. The quality of your result depends on your skill, your preparation, and the story you've built to that moment.

The World Reacts

Your actions have consequences:

  • Seal enough Void Vents, and the entire Ring system shifts toward Essence dominance
  • Weaponize a Ghoul curse, and you might trigger an Origin Convergence
  • Assassinate a rival's general, and you don't just remove a bonus – you spark a blood feud
  • Build a legendary domain, and other factions will seek alliance or conquest
  • Accumulate enough power, and the cosmos itself takes notice

No two campaigns are the same. The world is a living system that responds to player choices.

THE WORLD OF RHELM AT A GLANCE

Rhelm is a flat, spinning world at the heart of the multiverse, powered by the constant tension of three cosmic forces:

Essence: radiant creation and magical potential Void: entropy, consumption, and dissolution Origin: the balance formed in their clash – transformation, growth, and will

Magic flows from the Essence Tree at the center, diffusing through colored rings. At the edge, Void Vents pull it back inward, maintaining cosmic balance. Where these forces converge, Liquid Origin appears – a substance capable of reshaping reality.

The native Sevitan were once beings of perfect balance, but an ancient conspiracy shattered them into distinct tribes. Each holds a fragment of the original power, while Essence and Void battle on.

No two regions are alike. Magic zones shift. Empires rise and fall. Geography defies natural law – a volcanic jungle might neighbor a floating desert above an icy plain. Terrain, weather, and even the rules of magic can change dramatically from place to place. Whole maps may evolve mid-campaign based on what players and factions do. No two playthroughs will ever be the same.

Asymmetry doesn't stop with characters – it shapes entire civilizations. You may find advanced nations with mind-bound constructs and arcane tech living beside tribal cultures who wield pure magic. Some empires are built on steel and memory, others on spirit and spellwork. Power comes in many forms, and it's never evenly distributed.

Geography is Power

The Ring Zones aren't just scenery—they're tactical considerations:

  • Inner Rings (White/Violet/Blue): Essence magic surges. Void struggles.
  • Middle Rings (Green/Yellow): Balanced zones where both forces operate normally.
  • Outer Rings (Orange/Red/Black): Void powers flow effortlessly. Essence becomes a guttering flame.

An Essence mage is godlike at the world's center but feeble at its edge. A Void being faces the opposite reality. The native Sevitan tribes work consistently everywhere—except near their Tribal Totems, where they become nearly unstoppable.

Where you fight matters as much as how you fight.

The Broken People

The native Sevitan were once beings of perfect balance, but an ancient conspiracy shattered them into distinct tribes. Each holds a fragment of the original power:

  • Mind Tribe: Masters of psionics (telepathy, telekinesis, illusions, mind control)
  • Body Tribe: Physical adapters who transform their biology
  • Spirit Tribe: Channelers of radiant energy for healing or destruction
  • Decay Tribe: Controllers of rot, disease, and entropy
  • Origin Tribe: Manipulators of reality itself (golemancy, Origin links)

From "Is This Game For Me?" To "How Will I Play This Game?"

Rather than wondering if you fit some predefined mold, we invite you to discover how Ringwalker can adapt to your unique playstyle. The real question isn't whether this game is for you—it's how you'll make it your own.

Ringwalker is a game of Characters and Kingdoms, but how you interact with that world is entirely up to you. Because the rules use Fractal Play—where the same mechanics handle a tavern, a farm, or a cosmic war—you can choose the scale and style that fits you best. Whether you want to slay gods, manage a trade network, or simply run the best bakery in the Violet Ring, the system supports you.

Ringwalker supports both epic multi-year campaigns and shorter arcs. The Delver and Survivor work well for focused adventures, while the Ascendant and Architect shine in long-term play. Solo Adventurers will find the fractal systems and detailed Domain management well-suited for solitary merchant empires or ruin exploration.

THE PATH OF THE DELVER (The Explorer)

For the Adventurer, the Scavenger, and the Treasure Hunter. You aren't here to rule a kingdom or rewrite reality. You are here to see what lies in the dark and take it.

Your Toolset: Physical Form. In Rhelm, your body is your equipment. You choose the Small form to scuttle through vents, the Arachnid form to climb ceilings, or the Body Tribe adaptation to grow gills for a submerged ruin.

Your Solution: You view obstacles as physics puzzles. A locked door isn't a skill check; it's a target for a Void Shatter. A chasm isn't a barrier; it's a place to use Telekinesis to build a bridge.

Your Reward: Treasure as Progression. You track physical currency (Shards, Crystals) because you know that with enough money, you can buy your way past problems. You hunt for T4 Legendary Materials in dragon hoards not to craft them, but to wield the artifacts of a lost age.

THE PATH OF THE SURVIVOR (The Horror Fan)

For the Grit-Lover, the Tragic Hero, and the Hardcore Gamer. You love the odds stacked against you. You want a game where a torch flickering out matters.

Your Stakes: The Dual Tracks. You engage deeply with the Health and Resolve tracks. You know that physical wounds heal, but "Trauma Tags" gained from the Broken mental state tell the real story of your journey.

Your Economy: Scarcity. You play in the Destitute or Struggling wealth tiers, where every meal requires a Survival roll and every night in a safe inn feels like a victory.

Your Risk: Corruption. You flirt with the Ghoul transformation not for power, but because eating the dead is the only way to stay alive in the Black Ring. You manage the Hunger Track like a resource, balancing your humanity against your survival.

THE PATH OF THE SEEKER (The Lore Hunter)

For the Investigator, the Scholar, and the Conspiracy Theorist. You know the history of Rhelm is a lie. You want to uncover the conspiracy of the Shattering.

Your Magic: Truth. You use Essence Weaving or Orderly Creation Runes to decode ancient texts. You seek ancient libraries or psychic academies to unlock secrets others fear.

Your Goal: The Ultimate Choice. You aren't fighting for land; you are fighting to win a Grand Tournament so you can ask the Guardian Colossus the one question that changes history: "How do we reverse the Shattering?"

Your Enemy: Reality Strain. You track the metaphysical damage done by Demons and forbidden magic, hunting down Reality Tears to heal the world—or exploit them.

THE PATH OF THE ASCENDANT (The Power Gamer)

For the Optimizer, the Min-Maxer, and the God-Slayer. You want to see how high the numbers go. You want to break the limits of the system. Rhelm welcomes you, but it demands a price.

Your Playground: The Chaotic Destruction tribe allows you to consume Balestone to triple your stats for a turn, turning a standard attack into a localized apocalypse.

Your Scaling: The Ghoul transformation allows you to exceed the natural health cap, stacking "Bonus Health Steps" as long as you keep feeding.

Your Goal: To accumulate enough OP to trigger the Celestial Scale, where you stop rolling a d20 and start rolling a d100 against reality itself.

THE PATH OF THE COMMANDER (The Tactician)

For the Wargamer, the General, and the Chess Player. You want combat to be a puzzle, not just a dice roll. You care about positioning, counters, and logistics.

Your Toolset: The Armor Matrix. You know that a mace is mathematically superior to a sword against a knight.

Your Magic: Essence Weaving. You don't just cast "Fireball"; you combine Fire + Channel + Compress to snipe a specific target through a crowd.

Your Scale: You utilize Fractal Warfare, zooming out to command Battalions where "Leadership" and "Training" matter more than individual reflexes.

THE PATH OF THE FACE (The Roleplayer)

For the Diplomat, the Spy, and the Manipulator. You believe the sharpest weapon is a word. You want to dismantle enemies without drawing blood.

Your Power: The Mind Tribe gives you hard mechanics for reading thoughts and influencing emotions, moving social play from improvisation to strategic certainty.

Your Leverage: As a Demon, you can forge binding Contracts that enforce your will through cosmic law, feeding on deals rather than violence.

Your Status: The Wealth Track isn't just money; it's social armor. Being "Wealthy" opens doors that no amount of strength can force.

THE PATH OF THE ARCHITECT (The Builder)

For the Crafter, the Sim-Player, and the Creator. You want to leave a mark on the world. You want to take raw materials and turn them into legends.

Your Craft: The Origin Tribe allows you to animate matter, creating Golems to work your mines or defend your walls.

Your Loop: You engage with the Material Tier System, hunting for rare materials to forge items that define the age.

Your Legacy: You use the Domain System to build a kingdom from scratch, watching your Prosperity and Security tracks rise as you construct wonders.

THE PATH OF THE MAGNATE (The "Cozy" Civilian)

For the Merchant, the Artisan, the Farmer, and the Provider. You do not need to be a warrior to thrive in Rhelm. In a world defined by scarcity and danger, the provider is the true backbone of civilization.

You Are Not a Combatant: At character creation, you are required to take only one combat-adjacent Tag: your Nature. This connects you to the physics of the world. Every other Tag is your choice. You can build a character with skills like Renowned Chef, Green Thumb, Eye for Value, and Logistics. You never have to pick up a sword.

Your Gameplay Loop: The Symbiote: You don't need to compete with the adventurers; you complete them.

  • The Resource Supplier: While others fight, you use the Surveying and Farming rules to cultivate rare materials. Adventurers cannot craft legendary items without the resources only you know how to harvest.
  • The Hub: You run the store that buys their loot. When heroes return from a dungeon with strange artifacts and broken armor, you are the one with the Wealth Track stability to buy their goods, repair them, and sell them for a profit.
  • The Sanctuary: You use the Tiny Domain rules to manage an Inn or a Farm. Your goal isn't conquest; it's Prosperity. You create a place where characters can heal their Resolve just by being there.

Conflict Without Bloodshed: Cozy does not have to mean passive. If you crave competition, the Story Roll mechanics handle non-lethal conflict just as easily as warfare.

  • The Tournament of Skills: You can enter high-stakes cooking competitions or produce-growing fairs. Rolling your culinary skills against a rival is just as dramatic as a sword duel, with reputation and wealth on the line.
  • The Market War: If a rival store tries to poach your customers, you don't fight them in the street; you fight them in the ledger. Use Economic Pressure actions to outmaneuver them through exclusive contracts and strategic pricing.

How You "Level Up" Without Fighting: You do not need to kill to grow strong. You can turn Profit into Power through two distinct methods:

  • The Safety of Training (Equity): While adventurers risk losing their OP in battle, you invest your profits into Training. Because you aren't recovering from wounds, you have more downtime. Use your wealth to fund intensive practice, gaining permanent bonuses that cannot be drained if you are defeated.
  • The Market of Souls (Buying Power): Origin Points are a currency. If you are successful enough, you don't need to hunt monsters for OP. You can purchase stored energy to increase your internal stats safely, leveling up your character purely through the fruits of your labor (Glint Stones, Dark Crystals, Reservoir Stones, Pooled Contract Magic, etc.).

The "Cozy" Victory: You win by becoming indispensable. You don't need to crush your rivals; you just need to bake the best bread in the district. When the world is ending, the most powerful person isn't the one with the sword—it's the one with the warm hearth and the full pantry.

THE PATH OF THE STORYTELLER (The Narrative Weaver)

For the player who cares more about character arcs and dramatic moments than optimization.

Your Focus: The Resolve Track and Trauma Tags as storytelling tools. You seek out situations that test your character's limits, viewing mental scars as badges of honor rather than penalties.

Your Tools: Using Wealth and Domain systems to create narrative stakes. A failing business or crumbling fortress becomes the stage for your character's personal growth.

Your Goal: Creating memorable character transformations and party dynamics that will be remembered long after the campaign ends.

THE PATH OF THE COLLECTOR (The Completionist)

For the player driven by acquisition, cataloging, and discovery.

Your Drive: Hunting every Material Tier and discovering novel resources. Since Liquid Origin can be used to create entirely new materials, every campaign offers unique treasures to find and catalog.

Your Satisfaction: The crafting system as a means to "catch them all"—assembling complete sets of artifacts, filling Domain Infrastructure slots, and documenting every creature variation.

Your Legacy: Building a repository or museum that contains specimens of every artifact, resource, and creature in Rhelm—a living encyclopedia of the world's wonders.

THE PATH OF THE MEDIATOR (The Peacemaker)

For the diplomat who thrives on resolving conflicts and building bridges between factions.

Your Stage: The political landscape between Essence, Void, and Tribes. You see the cosmic war not as a battle to win, but as a dispute to resolve.

Your Tools: Using Wealth and Domain influence to broker treaties, establish trade agreements, and create neutral territories where all factions can coexist.

Your Victory: Achieving peaceful coexistence through diplomacy rather than conquest, proving that understanding can be more powerful than force.

These paths aren't exclusive—many players will blend elements from multiple approaches. A Commander might also be an Architect, building fortifications while leading troops. A Seeker might use Magnate tactics to fund their research. The system supports hybrid playstyles just as well as pure ones.

Included In This 484-Page-Ash-Can Edition:

 Included in this 484-Page Ash-can Edition: 

  • Complete Core Rules: Character creation, combat, and the revolutionary Fractal Domain system. 
  • The "One-Roll" Crafting System: Where legendary materials are quest hooks, not shopping lists.   
  • Transformations: Become a Ghoul, Demon, Undead, Synthetic, or Nexus Being—if you are willing to pay the price.   
  • Two Full Campaigns: Start with The Runaway's Blight and escalate to Rise of the Unbroken.  
  • And More

Join the Community

Rhelm is a living world, and we want to see what you create within it. Join the conversation to find groups, share your builds, and give feedback on this Ash-can edition.

Discord: https://discord.gg/dxveEPd9kU

Reddit: r/RingWalker

Contact: TheGardner3.5@proton.me  

Let's keep this world wild, collaborative, and respectful. Remember to always stay excellent! 

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

RingWalker Chronicle Mode - Players Handbook.epub 3.3 MB
RingWalker Chronicle Mode - Players Handbook.pdf 9.4 MB

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